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  1. - Top - End - #1
    Ettin in the Playground
     
    Kane0's Avatar

    Join Date
    Nov 2011
    Location
    Waterdeep
    Gender
    Male

    Default Houserules and homebrew

    Spoiler: Credits & contributions
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    Spoiler: Character Building
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    Rolled stats:
    Each player rolls 4d6-best-3, if there are less than six players the DM rolls additional sets until there are six. Everyone uses the resulting array arranged as they like.
    Races do not give stat bonuses, you instead pick any one stat to increase by 2 and one to increase by 1.
    A starting Intelligence of 14 or higher grants one additional Language known or Tool proficiency

    Hit Points:
    Your HP at level 1 is your Constitution score plus the maximum result for your class Hit Die. At each subsequent level you increase your HP by the result of your class Hit Die (roll or average), and do not add your Constitution bonus. Your Con bonus is still factored into Hit Die rolled to heal during rests as normal.

    Extra backgrounds:
    Creature Breeder, Bandit, Dealer, Graverobber, Pilgrim, Recurring Character, Regular Joe, Translator

    Variant Rule: Free feat at level 1

    Variant Rule: Long rest ability conversion
    You triple the number of uses of all your current and future short rest based class features, such as Action Surge or Ki, however they are no longer regained upon finishing a short rest. Only a long rest will recharge these abilities.

    Spoiler: Skill List
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    Acrobatics (Dex)
    Arcana (Int)
    Athletics (Str)
    Deception (Cha)
    Insight (Wis)
    Intimidation (Cha)
    Investigation (Int)
    Lore (Int)
    Medicine (Int)
    Perception (Wis)
    Persuasion (Cha)
    Stealth (Dex)
    Survival (Wis)
    Thievery (Dex)

    Spoiler: Combat
    Show

    Advantage & disadvantage cancel on a 1:1 basis

    Flanking:
    If you make a melee attack against a creature that is threatened by another creature opposite it you gain a +1 to your attack roll.

    Two-Weapon Fighting:
    When you take the Attack action while wielding a light weapon in each hand, you can use a bonus action to make one attack with the weapon that you are holding in your off hand.

    Critical Hits:
    If you roll a natural 20 you automatically hit and deal double damage.

    Death & Dying:
    When reduced to 0 HP you gain one level of exhaustion
    Variant Rule: And a lingering Injury

    Spoiler: Fighting Styles
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    Alacrity: You gain a +2 bonus to Initiative checks
    Archery: You gain a +2 bonus to ranged weapon attack rolls
    Brawling: While grappling a creature you have half cover
    Defence: While wearing armor you gain a +1 bonus to AC
    Dueling: When wielding a single melee weapon in one hand you gain a +2 bonus to damage rolls with that weapon
    Hand-and-a-Half: You gain a +1 to attack rolls when wielding a Versatile weapon
    Polearm: When wielding a Reach weapon, hostile creatures treat the area within your reach as difficult terrain
    Thrown: Once per turn, you can deal extra 1d4 damage to one creature you hit with a ranged weapon attack using a thrown weapon.
    Two-Weapon Fighting: You can use two-weapon fighting even when the weapons you are wielding are not light
    Zweihander: You can reroll one damage die for an attack you make with a melee weapon held in both hands. You must use the new roll even if it is lower than the first.


    Spoiler: Resting
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    Short rest:
    A breather of 15 to 45 minutes. Recovers short rest abilities, allows for attuning to an item or similar ritual and allows spending of hit die to regain HP. Eating, tending to wounds, leisure activities and light travel are common features of a short rest.

    Long Rest:
    A break of 6 to 8 hours. Recovers both short and long rest abilities and allows spending of hit die to regain HP. Making camp, sleeping, studying and other activities are common features of a long rest.

    Regaining Hit Die:
    At the start of each day you regain a number of expended hit die equal to your proficiency bonus

    Spoiler: Races
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    Human (no variants)
    Languages: Common and one other of choice
    +2 to one attribute of choice
    +1 to two attributes of choice
    +1 Skill Proficiency
    +1 Skill Expertise
    +1 Tool proficiency
    Human Determination: Before you roll an attack, ability check or saving throw you can choose to gain advantage on the roll. Once you use this feature you cannot do so again until you finish a short or long rest.

    Orcish:
    Languages: Goblin and one other of choice
    +2 Strength
    +1 to one attribute of choice
    Darkvision
    Savage Attacks: When you score a critical hit with a melee weapon attack you can roll one of the weapon's damage dice one additional time and add it to the damage of the critical hit
    Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this ability you cannot do so again until you finish a long rest

    Orc: As a bonus action you can move half your speed towards an enemy and make one melee attack. Once you use this feature you cannot do so again until you finish a short or long rest.
    Orog: Superior Darkvision (120')
    Ogrillion: You count as one size category larger when determining grapple attempts, carrying capacity and how much weight you can move

    Dragonborn
    Languages: Common and Draconic
    +2 to one attribute of choice
    +1 Strength or Charisma
    Darkvision
    Breath Weapon: As a bonus action, 30 foot line of Lightning or 15 foot cone of Cold or Fire for 2d6 damage with a Dexterity save (DC 8 + Prof + Con) for half. Damage increases to 4d6 at level 5, 6d6 at level 11 and 8d6 at level 17. Once you use this ability you cannot do so again until you finish a short or long rest.
    Damage Resistance: Cold, Fire or Lightning
    Hoardsense: You have advantage on Intelligence and Wisdom checks regarding art and jewelry

    Spoiler: Equipment
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    Armor:
    Leather/Hide armor: AC 11 + Dex (max 5)
    Cloth/Lamellar armor: AC 13 + Dex (max 5)
    Scale armor: AC 13 + Dex (max 3)
    Chain armor: AC 15 + Dex (max 3)
    Splint armor: AC 15 + Dex (max 1), Requires Str 13
    Plate armor: AC 17 + Dex (max 1) Requires Str 15

    Shield: +2 AC, action to don/doff, requires medium armor proficiency
    Buckler: +1 AC, interaction to don/doff, requires light armor proficiency

    Weapons:
    Dagger: 1d4 Simple, Light, Finesse, Thrown (20' / 60')
    Bludgeon: 1d6 Simple, Light, Finesse
    Javelin/Tomahawk: 1d6 Simple, Light, Thrown (40' / 120')
    Staff: 1d6 Simple, Versatile
    Spear: 1d6 Simple, Reach
    Sling: 1d6 Simple Ranged, Ammunition (80' / 320')

    Axe/Flail/Hammer/Pick: 1d8 Martial, Versatile
    Polearm: 1d10 Martial, Reach, Two Handed
    Sword: 1d6 martial, Finesse, Light, Versatile
    Zweihander: 1d12 Martial, Two Handed
    Bow: 1d8 Martial Ranged, Ammunition (120' / 480'), Two Handed
    Crossbow: 1d10 Martial Ranged, Ammunition (100' / 400'), Loading, Two Handed

    Note: Thrown weapons can be drawn freely like ammunition.

    Spoiler: Spellcasting
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    You can only cast one leveled (non-cantrip) spell on your turn.

    Material Components: Spells with a GP cost or casting time longer than 1 action
    Somatic Components: Spells that require a touch, attack roll or material component
    Verbal Components: Spells that require you to communicate (and can be omitted via Telepathy)

    Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1 2 2 - - - - - - - -
    2 2 3 - - - - - - - -
    3 3 4 2 - - - - - - -
    4 3 4 3 - - - - - - -
    5 3 4 3 2 - - - - - -
    6 3 4 3 3 - - - - - -
    7 3 4 3 3 1 - - - - -
    8 3 4 3 3 2 - - - - -
    9 4 4 3 3 3 1 - - - -
    10 4 4 3 3 3 2 - - - -
    11 4 4 3 3 3 2 1 - - -
    12 4 4 3 3 3 2 1 - - -
    13 4 4 3 3 3 2 1 1 - -
    14 4 4 3 3 3 2 1 1 - -
    15 5 4 3 3 3 2 1 1 1 -
    16 5 4 3 3 3 2 1 1 1 -
    17 5 4 3 3 3 2 1 1 1 1
    18 5 4 3 3 3 3 1 1 1 1
    19 5 4 3 3 3 3 2 1 1 1
    20 5 4 3 3 3 3 2 2 1 1

    Spoiler: Downtime
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    Spoiler: Buying a Magic Item
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    Requires minimum 100gp and one week. Every extra week or 100gp gives +1 to maximum of +5.
    Make a Persuasion or Investigation check, result determines what is available to purchase:
    1-5: 1d4 times on Magic Item Table A
    6-10: 1d4 times on Magic Item Table B
    11-15: 1d4 times on Magic Item Table C
    16-20: 1d4 times on Magic Item Table D
    21-25: 1d4 times on Magic Item Table E
    26-30: 1d4 times on Magic Item Table F
    31-35: 1d4 times on Magic Item Table G
    36-40: 1d4 times on Magic Item Table H
    41+: 1d4 times on Magic Item Table I

    Common Items cost 2d4 x 20gp
    Uncommon Items cost 2d4 x 200gp
    Rare Items cost 2d4 x 2,000gp
    Very Rare Items cost 2d4 x 20,000gp
    The cost of consumables is halved.

    Purchasing any item of uncommon rarity or higher incurs a complication (fake or stolen, interest of third party, etc)

    Spoiler: Carousing
    Show

    Requires one week and 25gp for lower class, 100gp for middle class or 300gp for upper class carousing. Each additional week or gp bundle spent adds +1 to the check, to a maximum of +5.
    Make an Insight or Persuasion check, result determines the contacts made:
    1-5: Make a hostile contact
    2-10: No effect
    11-15: Make a friendly contact with a complication (social faux pas, lose some gold, etc)
    16-20: Make two friendly contacts
    21+: Make three friendly contacts

    Optional complications

    Spoiler: Combat Sport
    Show

    Requires at least one week
    Make two checks of your choice from the following and an attack roll against random DCs (5 +2d10): Athletics, Acrobatics, Insight, Intimidation. If you have the extra attack feature you can reroll one check or attack.
    No failures: Gain winnings of 1d12 x 1,000gp
    One failure: Gain winnins of 1d12 x 100gp with a complication (rival swears vengeance, accidentally nearly kill opponent, etc)
    Two failures: Win 1d12 x 10gp
    Three failures: Win nothing and receive a lingering injury

    Spoiler: Constructing a Building
    Show

    Requires at least one week plus access to labor and materials. Each additional week grants a +2 to a maximum of +10
    Make two checks from the following: Insight, Persuasion or a relevant tool. The total determines the progress made:
    1-10: No notable progress is made
    11-20: 50gp worth of progress, 25% chance of complication (weather, materials, etc)
    21-30: 100gp worth of progress, 20% chance of complication
    31-40: 150gp worth of progress, 15% chance of complication
    41-50: 250gp worth of progress, 10% chance of complication
    51+: 500gp worth of progress, 5% chance of complication

    Simple (Cottage, Storefront, Watchpost); 100gp
    Average (House, Tavern, Barracks): 1,000gp
    Complex (Manor, Temple, Fort): 10,000gp
    Grand (Palace, Parliament, Castle): 100,000gp

    Spoiler: Crafting an Item
    Show

    Requires appropriate tools and proficiency in order to make the item in question, plus access to materials worth half the price of the item to be created. Make a check using your tools each week to determine how much progress is made:
    1-5: 25gp that week
    6-10: 50gp that week
    11-15: 100gp that week
    16-20: 200gp that week
    21+: 500gp that week

    Magic items also require a successful arcana check in order to make progress and add to the base cost of the item:
    Common magic item: DC 10 Arcana & 100gp
    Uncommon magic item: DC 15 Arcana & 1,000gp
    Rare magic item: DC 20 Arcana & 10,000gp
    Very Rare magic item: DC 25 Arcana & 100,000gp
    Scrolls are 2/3 the standard cost and the relevant tool proficiency is the scribing kit
    Potions are 1/3 the standard cost and the relevant tool proficiency is either the alchemy or herbalism kit

    Spoiler: Crime
    Show

    Requires 25gp and one week.
    Make three checks of your choice from the following against DC 10, 15, 20 or 25: Insight, Investigation, Deception, Stealth, Thievery. The DC chosen and number of successes determines the results.
    DC 10: 2d6 x10gp
    DC 15: 2d6 x25gp
    DC 20: 2d6 x100gp
    DC 25: 2d6 x500gp
    No failures: Goes off without a hitch, collect payout without notice
    One failure: Goes off with a complication (eg friendly contact implicated, you are spotted/identified, etc)
    Two Failures: You are forced to abandon your attempt
    Three failures: Caught and jailed, must pay fine equal to max potential payout and spend one week in jail per 100gp

    Spoiler: Gambling
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    Requires one week plus a bet of at least 100gp
    Make three checks of your choice from the following against random DCs (5 +2d10): Insight, Deception, Intimidation, Gaming set.
    No failures: Win money equal to three times your bet
    One failure: Win your bet and a half with a complication (accused of cheating, crime lordís attention, etc)
    Two failures: Lose half your bet
    Three failures: Lose all of your bet and incur a debt equal to that you bet

    Spoiler: Recruiting Allies
    Show

    Requires at least one week and at least 100gp. Each additional week or 100gp grants a +1 to a maximum of +5
    Make two checks of your choice from the following: Persuasion, Insight, Investigation. The total determines the result:
    1-15: No progress is made
    16-30: You locate 1d8 unskilled available recruits
    31-45: You locate 2d8 and 1d6 skilled available recruits
    46+: You locate 3d8 unskilled, 2d6 skilled and 1d4 professional available recruits
    There is a complication for every 2d4 allies recruited (conflict of interest, interpersonal issues, etc)

    Spoiler: Relaxation
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    Requires at least one week and at least 50gp
    You gain advantage on checks and saves to recover from poison, disease and other ailments. At the end of the week you may end one effect that prevents you from regaining HP or reduces an ability score. Particularly powerful spells and effects may not be able to be rested off.

    Spoiler: Religious Service
    Show

    Requires at least one week.
    Make two checks of your choice from the following: Insight, Religion, Persuasion. The total determines the result:
    1-15: No effect, no lasting impression
    16-30: You earn one favour with a complication (minor blasphemy, rival sect, etc)
    31+: You earn two favors

    Spoiler: Research
    Show

    Requires one week and 100gp. Every extra week or 100gp gives +1 to maximum of +5.
    Make two checks of your choice from the following: Arcana, Investigation, Persuasion. The total determines the result:
    1-15: No new information is learned
    16-30: You learn one piece of useful lore with a complication (offend a sage, cursed book, etc)
    31+: You learn two pieces of useful lore

    Spoiler: Running a Business
    Show

    Requires at least one week and gp equal to the business maintenance cost. Every extra week gives +1 to a maximum of +5
    Make two skill or tool checks relevant to the business you run. The total determines the result:
    1-10: Loss of double maintenance cost
    11-20: Loss of maintenance cost
    21-30: No profit nor loss
    31-40: Make profit of maintenance cost plus complication (competitors, criminals, taxes, etc)
    41-50: Profit of double maintenance cost
    51+: Profit of quadruple maintenance cost

    Spoiler: Sell a Magic Item
    Show

    Requires at least one week, 100gp and an item to sell. Each additional week adds +1 to the result (max +5)
    Make two checks of your choice from the following: Investigation, Insight, Persuasion. The total determines the result:
    1-15: You cannot find a buyer
    16-30: You sell the item at 3/4 price with a complication (sold to enemy, buyer is killed, etc)
    31+: You sell the item at full price

    Common: 50gp
    Uncommon: 500gp
    Rare: 5,000gp
    Very Rare: 50,000gp
    Consumables are worth half

    Spoiler: Training
    Show

    Requires a trainer plus 100gp per week. Length of training determines result:
    2 Week: Swap a known skill or tool proficiency, spell known or class ability (fighting style, expertise, etc) for another
    4 Weeks: Learn a new tool, language or weapon proficiency
    8 Weeks: Swap Feat or Subclass for another
    A successful DC 20 Intelligence check reduces the training required by 1 week. Failure results in a complication (trainer disappears, unconventional teachings, etc)

    Spoiler: Work
    Show

    Requires at least one week.
    Make a check from the following list: Athletics, Performance, Tool kit. Multiply the result by 1d4 and that is your earnings for the week.

    Last edited by Kane0; 2019-06-18 at 07:01 PM.
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  2. - Top - End - #2
    Ettin in the Playground
     
    Kane0's Avatar

    Join Date
    Nov 2011
    Location
    Waterdeep
    Gender
    Male

    Default Re: Houserules and homebrew

    Classes
    Spoiler: Barbarian
    Show

    Level 5: Extra Attack
    You can attack twice whenever you take the Attack action on your turn. If you already have the Extra Attack feature you instead increase one attribute of your choice by 1, to a maximum of 20.

    Level 9: Brutal Critical:
    You add your Barbarian level to the damage you deal with a critical hit

    Level 13: Improved Reckless Attack
    You can choose to use your Reckless Attack feature when you make an opportunity attack

    Level 17: Improved Danger Sense
    Your Danger Sense ability works even when you are deafened or blinded

    Spoiler: Bard
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    Level 1/5/10/15/20: Bardic Inspiration
    As a bonus action on your turn you can bestow a d4 Bardic Inspiration die to one creature within 60 feet that can hear you. A creature can have only one Bardic Inspiration die at a time.
    Once within the next hour the creature can choose to expend this Bardic Inspiration, rolling the die and add the result to one attack, check or save it makes. The creature can wait until after the roll before deciding to use the Bardic Inspiration, but must decide before the DM determines the results of the roll.
    You can use this feature a number of times equal to your Charisma modifier (minimum once). You regain any expended uses when you finish a short or long rest.
    Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 10th level, a d10 at 15th level and a d12 at 20th level.

    Level 5: Countercharm
    When you or an ally within 30 feet of you make a saving throw against being Charmed or Frightened you can use your reaction to grant advantage on the saving throw. The creature must be able to hear you to gain this benefit.

    Level 20: Superior Inspiration
    When you use your Bardic Inspiration ability you can bestow a Bardic Inspiration die to two creatures.

    Spoiler: Fighter
    Show

    Originally posted here

    Level 5/11/17: Extra Attack
    You can attack twice whenever you take the Attack action on your turn. If you already have the Extra Attack feature you instead increase one attribute of your choice by 1, to a maximum of 20.
    At level 11 you can attack three times when you take the attack action, and at level 17 you can attack four times.

    Level 5: Change Style
    At the end of a long rest you can change your chosen Fighting Style.

    Level 9: Indomitable
    If you fail a saving throw you can choose to reroll it as if it were a Constitution saving throw.
    After you use this ability you cannot do so again until you finish a short or long rest.

    Level 13: Critical Focus
    When you hit with a weapon attack you can choose to turn it into a critical hit as if you rolled a 20 on the attack roll.
    After you use this ability you cannot do so again until you finish a short or long rest.

    Level 20: Lord of Battle
    You can use your Second Wind, Action Surge, Indomitable and Critical Focus features each twice between rests. When you finish a short or long rest, you regain your expended uses.

    Spoiler: Monk
    Show

    Level 5: Extra Attack
    You can attack twice whenever you take the Attack action on your turn. If you already have the Extra Attack feature you instead increase one attribute of your choice by 1, to a maximum of 20.

    Level 10: Ki Strike
    When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can spend 1 Ki point to add your Martial Arts die as extra damage to your damage rolls until the end of your turn.

    Level 20: Perfect Self
    When you roll for initiative you regain 1 expended Ki point.

    Spoiler: Paladin
    Show

    Spellcasting (1st):
    At level 1 you can choose either Charisma or Wisdom as your attribute for spellcasting and class features that rely on your Charisma bonus, such as Aura of Protection.

    Divine Smite (2nd):
    You can choose to smite with a ranged weapon attack. If you do so you use d6s for your bonus damage instead of d8s.

    Extra Attack (5th):
    You can attack twice whenever you take the Attack action on your turn. If you already have the Extra Attack feature you instead increase one attribute of your choice by 1, to a maximum of 20.

    Spoiler: Ranger
    Show

    Originally posted here
    Level Prof Special Abilities 1st 2nd 3rd 4th 5th
    1 2 Keen Eye, Natural Explorer - - - - -
    2 2 Favored Enemy, Fighting Style, Spellcasting 2 - - - -
    3 2 Clave, Wildsense 3 - - - -
    4 2 ASI 3 - - - -
    5 3 Extra Attack, Expertise 4 2 - - -
    6 3 Healing Salves 4 2 - - -
    7 3 Clave Feature 4 3 - - -
    8 3 ASI 4 3 - - -
    9 4 - 4 3 2 - -
    10 4 Additional Wildsense Options 4 3 2 - -
    11 4 Clave Feature 4 3 3 - -
    12 4 ASI 4 3 3 - -
    13 5 - 4 3 3 1 -
    14 5 Primal Step 4 3 3 1 -
    15 5 Clave Feature 4 3 3 2 -
    16 5 ASI 4 3 3 2 -
    17 6 - 4 3 3 3 1
    18 6 Wildsense Improvements 4 3 3 3 1
    19 6 ASI 4 3 3 3 2
    20 6 Foe Slayer 4 3 3 3 2

    Hit Dice: d10
    Armor Proficiencies: Light Armor, Medium Armor & Shields
    Weapon Proficiencies: Simple & Martial Weapons
    Saving Throws Proficiencies: Strength & Dexterity
    Skill Proficiencies: Choose 3 from Animal Handling, Acrobatics, Athletics, Insight, Investigation, Nature, Perception, Stealth and Survival

    Level 1: Keen Eye
    You can take the Search action as a bonus action.

    Level 1: Natural Explorer
    You gain the following benefits:
    - Moving through nonmagical difficult terrain costs you no extra movement.
    - You can pass through nonmagical plants without being slowed by them and without taking damage from them. This does not apply to plant creatures.
    - You have advantage on saving throws against plants that are magically created or manipulated, such as those created by the Entangle spell. This does not apply to plant creatures.
    - You remain alert to danger even while foraging, navigating or tracking

    Level 1: Favored Enemy
    Choose one creature type as your favored enemy. If you choose humanoids you can choose one bloodrace (bluebloods, greenbloods or redbloods).
    You have advantage on Wisdom and Intelligence checks in relation to, and when dealing with, your favored enemies. At the end of a long rest you can change your choice of Favored enemy to another type you have encountered since your last long rest.

    Level 2: Fighting Style
    Choose one from the list of styles above

    Level 2: Spellcasting
    - Wisdom based
    - Spells prepared (half level + wis) from the ranger list (plus Elemental Weapon)
    - Recover slots on a Long Rest
    - Ritual casting (must be prepped ala Cleric/Druid)
    - Two cantrips from the Druid list

    Level 3: Clave
    Choose one Ranger clave to follow.

    Level 3: Wildsense
    You gain the ability to use the tools provided by nature to magically enhance your senses. You start with two such effects, Primal Awareness and Size Up, and learn an additional two at level 10, Feral Instinct and Feral Sense. When you use Wildsense, which requires your action, you choose which effect to create.
    You can use your Wildsense a number of times equal to your Wisdom modifier (minimum 1). You regain any expended uses at the end of a long rest. Beginning at 18th level, you regain any expended uses at the end of a short or long rest.

    Spoiler: Wildsense Abilities
    Show

    Level 3: Primal Awareness
    For one minute you can sense if any of your favored enemies are present, their number, and their general direction and distance up to one mile away from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.

    Level 3: Size Up
    You learn if one creature you can see and hear is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
    - Armor Class
    - Current hit points
    - Damage Resistances
    - Damage Immunities
    - Damage Vulnerabilities
    A creature hidden from divination magic is unaffected.

    Level 10: Feral Instinct
    For the next minute, your inability to see an enemy does not impose disadvantage on your attack rolls or stop you from targeting them with spells you cast.

    Level 10: Feral Sense
    For the next hour you cannot be surprised


    Level 4: ASI
    As per PHB

    Level 5: Extra Attack
    You can attack twice whenever you take the Attack action on your turn. If you already have the Extra Attack feature you instead increase one attribute of your choice by 1, to a maximum of 20.

    Level 5: Expertise
    Choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

    Level 6: Healing Salves
    As part of a long rest you can prepare a number of medicinal salves and poultices equal to your Wisdom modifier (minimum 1). As an action you can apply a salve to a creature within reach, restoring a number of hit points equal to 2d6 + your ranger level and allowing the creature to make a saving throw at advantage against a poison or disease they are suffering from.
    Salves have no effect on constructs or undead, and unused salves expire when you finish a long rest.

    Level 14: Primal Step
    Spells and magical effects cannot reduce your speed and you gain advantage on saving throws against being Paralysed, Restrained or Stunned.

    Level 20: Foe Slayer
    When you hit another creature with a weapon attack, you can attempt a debilitating strike. The target must succeed on a Constitution saving throw or be afflicted with your choice of the following conditions until the end of your next turn: blinded, deafened, poisoned, or incapacitated.
    If the creature is one of your favored enemies and has fewer than 50 hit points, it dies.
    Once you use this feature you cannot do so again until you finish a short or long rest.

    Spoiler: Sorcerer
    Show

    Originally posted here, and special thanks to TheUser for the Spontaneous Sorcery concept and other tweaks.
    Level Prof Bonus Class Features Cantrips Spells Known Spell Level Sorcery Points
    1 +2 Sorcerous Spellcasting, Sorcerous Origin 4 3 1st 4
    2 +2 Font of Magic 4 4 1st 6
    3 +2 Metamagic (2) 4 5 2nd 14
    4 +2 Ability Score Improvement 5 6 2nd 17
    5 +3 Metamagic (3) 5 7 3rd 27
    6 +3 Sorcerous Origin Feature 5 8 3rd 32
    7 +3 - 5 9 4th 38
    8 +3 Ability Score Improvement 5 10 4th 44
    9 +4 Metamagic (4) 5 11 5th 57
    10 +4 Spontaneous Sorcery 6 12 5th 64
    11 +4 - 6 13 6th 73
    12 +4 Ability Score Improvement 6 13 6th 73
    13 +5 Metamagic (5) 6 14 7th 83
    14 +5 Sorcerous Origin Feature 6 14 7th 83
    15 +5 - 6 15 8th 94
    16 +5 Ability Score Improvement 6 15 8th 94
    17 +6 Metamagic (6) 6 16 9th 107
    18 +6 Sorcerous Origin Feature 6 16 9th 114
    19 +6 Ability Score Improvement 6 17 9th 123
    20 +6 Sorcerous Mastery 6 18 9th 133

    Hit Die: 1d6
    Armor Proficiencies: None
    Weapon Proficiencies: Simple weapons
    Save Proficiencies: Constitution and Charisma
    Skill Proficiencies: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion and Religion.

    Level 1: Sorcerous Spellcasting:
    - Charisma based with Spells Known as shown on the table (can swap one per level)
    - No Ritual Casting
    - Use the spell point variant from DMG, regained at the end of a long rest. They are called sorcery points
    - Casting spells of 3rd, 4th and 5th level are each limited to a number of times equal to your proficiency bonus per long rest
    - Casting spells of 6th, 7th, 8th and 9th level are each limited to once per long rest.
    - Can use your own body as a spell focus

    Spoiler: Spell point costs
    Show

    1st: 2
    2nd: 3
    3rd: 5
    4th: 6
    5th: 7
    6th: 9
    7th: 10
    8th: 11
    9th: 13


    Level 1: Sorcerous Origin:
    As per PHB or other sources

    Level 2: Font of Magic:
    When you finish a short rest you recover a number of expended sorcery points up to your Charisma modifier (minimum 1).

    Level 3: Metamagic:
    You learn two Metamagic options from the list below. You learn an additional metamagic option at levels 5, 9, 13 and 17.
    When you take a level in sorcerer you can choose to swap one metamagic known for another.
    Multiclassing: Spell slots, pact magic slots and sorcery points are separate but interchangeable. Metamagic requires sorcery points.
    Spoiler: Metamagic Options
    Show

    Accurate Spell
    When you cast a spell which requires an attack roll, you can spend 1 sorcery point to gain advantage on the first attack roll made when the spell is cast, scoring a critical hit on a roll of 19 or 20.

    Careful Spell
    When you cast a spell that forces other creatures to make a saving throw, you can spend 2 sorcery points and choose a number of those creatures up to your Charisma modifier (minimum one) to be unaffected by the spell.

    Concussive Spell
    When you cast a spell that deals damage, you can spend 1 sorcery point to change that spell's damage type to Force damage, and if the spell reduces a creature to 0 Hit Points you can choose to knock the creature unconscious instead of dealing lethal damage.

    Distant Spell
    When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
    When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
    You can use Distant Spell even if you have already used a different Metamagic option during the casting of the spell.

    Elemental Spell
    When you cast a spell that deals Acid, Fire, Cold or Lightning damage, you can spend 1 sorcery point change the damage type to another one of the named types.
    You can use Elemental Spell even if you have already used a different Metamagic option during the casting of the spell.

    Empower Spell
    When you make a roll as part of a spell that is not an attack roll or ability check, you can spend 1 sorcery point to reroll a number of dice up to your Charisma modifier (minimum of one). You must use the new rolls.
    You can use Empower Spell even if you have already used a different Metamagic option during the casting of the spell.

    Enlarge Spell
    When you cast a spell with an area of effect, you can spend 2 sorcery points to double that area.

    Extend Spell
    When you cast a spell with a duration of 1 minute or 10 minutes, you can spend 1 sorcery point to increase its duration to 1 hour.
    When you cast a spell with a duration of 1 hour, you can spend 1 sorcery point to increase its duration to 8 hours.
    When you cast a spell with a duration of 8 hours or more, you can spend 1 sorcery point to double its duration.
    You can use Extend Spell even if you have already used a different Metamagic option during the casting of the spell.

    Heightened Spell
    When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend a number of sorcery points equal to the spell's level to give one target of the spell disadvantage on all saving throws made against the spell

    Intensify Spell
    When you cast a spell you can spend a number of sorcery points equal to the spell's level to cast the spell as if cast from a spell slot one higher

    Lingering Spell
    When you cast a spell with a duration of instantaneous and that deals damage, you can spend a number of sorcery points equal to the spell's level to deal half as much damage again at the start of your next turn.

    Quickened Spell
    When you cast a spell that has a casting time of 1 action, you can spend a number of sorcery points equal to the spell's level to change the casting time to 1 bonus action for that casting

    Secure Spell
    When you cast a spell you can spend a number of sorcery points equal to the spell's level to make that casting of the spell immune to Counterspell, Dispel Magic and Remove Curse as well as gain advantage on any saving throws to maintain concentration on that spell.

    Subtle Spell
    When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components

    Twinned Spell
    When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip)


    Level 10: Spontaneous Sorcery:
    You have uncanny magical talent, able to pull together just the spell you need when you need it. When you cast a spell you can choose to cast any spell of a level you can cast drawn from any list, as if it were one of your spells known. Once you use this ability you cannot do so again until you finish a long rest.

    Level 20: Sorcerous Mastery:
    After using your Spontaneous Sorcery ability you can do so again after finishing a short or long rest.

    Spoiler: Warlock
    Show

    Level 1: Pact Magic
    You can choose either Intelligence or Charisma as your attribute for spellcasting, invocations and class features

    Level 1: Patron Bonus Spells
    At levels 1, 3, 5, 7 and 9 select one patron bonus spell to learn as a bonus spell known

    Level 3: Pact of the Blade
    When you make an attack using your pact weapon you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

    Level 3: Pact of the Chain
    When you take the attack action or cast a cantrip that requires an attack roll, you can substitute one attack for your familiar to use its reaction to make one attack.

    Level 3: Pact of the Chalice
    Your patron gives you a chalice, cauldron or similar vessel. When you gain this feature you gain proficiency in Alchemy Kits and Brewing Supplies. You can use the vessel during a short or long rest to create a single potion or poison of Common rarity, which lasts up to 8 hours before losing its potency and becoming inert.
    If you lose your Vessel you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous vessel. The Vessel turns to dust when you die.

    Spoiler: Invocations
    Show

    Awakened Eye
    Prerequisite: Level 10
    You can cast the Arcane Eye spell without using a Warlock Spell Slot. When you do so the magical eye possesses all forms and distance of sight that you have.

    Cleansing Cauldron
    Prerequisite: Pact of the Chalice feature
    You can cast the Create or Destroy Water and Purify Food and Drink spells without using Warlock Spell Slot.

    Otherworldly Elixir
    Prerequisite: Level 10, Pact of the Chalice feature
    Any creature that drinks from your Vessel gains the benefits of one of the following spells of their choice: Aid, Augury, Lesser Restoration or Protection From Poison. A creature that receives any of these benefits cannot do so again until they finish a long rest.

    Pact Guardian:
    Prerequisite: 5th level, Pact of the Chain feature
    Your Chain Pact Familiar adds your Proficiency bonus to its attack rolls, damage rolls, AC and saving throws, and its hit point maximum equals 3 for every Warlock level you possess.

    Soulbound Servant:
    Prerequisite: Pact of the Chain feature
    When you or your familiar take damage you can use your reaction to split the damage taken equally between yourself and your familiar. If the damage taken exceed your familiars remaining hit points you take the remainder.
    Additionally, when you cast a spell with a range of self you can choose to touch your companion to also target them with that spell.

    Last edited by Kane0; 2019-07-18 at 05:22 PM.

  3. - Top - End - #3
    Ettin in the Playground
     
    Kane0's Avatar

    Join Date
    Nov 2011
    Location
    Waterdeep
    Gender
    Male

    Default Re: Houserules and homebrew

    Subclasses
    Spoiler: Barbarian
    Show

    Ancestral Guardian is fine
    Spoiler: Berserker
    Show

    Level 3: Juggernaut
    You gain proficiency in Heavy Armor, and wearing heavy armor does not interfere with your Barbarian features such as Rage and Fast Movement.

    Additionally, you can affix spikes to armor you are wearing during a short rest. You can use these spikes as if they were a light weapon that deals 1d4 damage, and when you successfully grapple a creature you also deal damage with these spikes as if you hit them with an attack.

    Level 6: Mindless Rage
    You cannot be Charmed or Frightened while raging. If you are Charmed or Frightened when you enter your rage, the effect is suspended for the Duration of the rage.

    Level 10: Menacing Presense
    As an action you can attempt an Intimidation check against one creature that you can see, opposed by their Insight. If you succeed the creature becomes frightened of you until the end of your next turn, and you can use your bonus action on subsequent turns to extend the duration of this effect until the end of your next turn.
    This effect ends if you end your turn out of line of sight or more than 120 feet away from the creature. If the creature succeeds on its Insight check you cannot use this feature on that creature again until you finish a long rest.

    level 14: Retaliation
    When you take damage from a creature that is within your reach, you can use your reaction to make a melee weapon Attack against that creature.

    Spoiler: Bloodrager
    Show

    Level 3: Blood Conduit
    You gain 1/3 spell point casting using the sorcerer spell list and Charisma as your casting stat. You can cast spells and concentrate normally while raging, and casting a spell prevents you from ending your rage early.
    Additionally, when you cast a spell your weapon attacks are considered magical until the end of your next turn

    Level 6: Break Magic
    While raging you can cast Dispel Magic as a bonus action without expending a spell slot. If you cast this spell on a creature you have attacked on your turn you gain advantage on the ability check
    You can use this ability only once per rage.

    Level 10: Sixth Sense
    You are constantly under the effects of a Detect Magic spell and can cast Detect Thoughts, Find Traps and See Invisibility each once per long rest

    Level 14: Arcane Behemoth
    While raging and under the effects of a spell that requires concentration you gain a +1d6 bonus to your saving throws, attack rolls and weapon damage rolls. This extra damage is force damage.

    Spoiler: Totem Warrior
    Show

    Level 3: Totem Spirit
    You can cast the Beast Sense and Speak with Animals spells as rituals, plus choose one of the below:

    Thick Hide: While raging you gain resistance to all damage except necrotic, psychic and radiant damage.
    Strength in Numbers: While raging your allies gain advantage on melee attacks against creatures within your reach
    Bounding Stride: While raging your speed increases by 10 feet, your jump distances are doubled and opportunity attacks against you are made at disadvantage

    Level 6: Bestial Aspect
    Beast of Burden: You gain expertise in Athletics and your carrying capacity is doubled
    Careful Stalker: You gain expertise in Stealth and cannot be tracked by nonmagical means
    Honed Senses: You gain expertise in Survival and can see up to one mile away

    Level 10: Beastkin
    You can cast the Water Breathing and Commune with Nature spells as rituals

    Level 14: Bestial Attunement
    Ferocious Leap: While raging you can use a bonus action to make a melee attack and a shove attempt on a creature within reach, and you can move through the creature's space if you succeed on the shove attempt
    Soaring Wings: While raging you gain a flight speed equal to your movement speed
    Feline Reflexes: While raging you can take two reactions instead of one between each of your turns.

    Spoiler: Zealot
    Show

    Level 3: Divine Fury
    While raging the first weapon attack you hit with on your turn deals extra damage equal to 1d6 + half your Barbarian level. This extra damage is necrotic or radiant, chosen when you gain this feature.

    Level 6: Fanatical Focus
    If you fail a saving throw while raging you can choose to reroll it, and you must use the new roll. You can use this ability only once per rage

    Level 10: Infectious Zeal
    As a bonus action you can choose up to three creatures within 30 feet of you to gain +1d4 on one attack, check or save on each of their turns for one minute. If the creature shares your faith they gain a +1d6 instead.
    Once you use this feature you cannot do so again until you finish a long rest.

    Level 14: Death Defying Fervor
    While raging, at the start of each of your turns you gain temporary hit points equal to your barbarian level


    Spoiler: Bard
    Show

    Spoiler: Fortune
    Show

    Level 3: Push your Luck
    When a creature you have inspired rolls their Bardic Inspiration die they can choose to roll the die a second time after seeing the result. If the second roll is higher than the first it is added to the result, if it is lower it is subtracted.

    Level 6: Luck of the Draw
    At the end of a long rest roll and record the result of three d12s. 1-6 correspond to advantage on one of the six attributes and 7-12 disadvantage.
    When a creature you can see makes an attack, check or save using the matching ability score you can use your reaction to use that die to grant advantage or disadvantage on the roll.
    Unused die are lost at the end of a long rest.

    Level 14: Pocket Ace
    When you finish a long rest roll one of your inspiration die and record the result.
    When a creature you have inspired rolls a bardic inspiration die but before choosing to use the Push your Luck feature you can use your reaction to swap the first roll with that of your pocket ace.
    You can expend your pocket ace at any time to add to an attack, check or save you make but if you do so the pocket ace is lost until you finish a long rest.

    Spoiler: Glamour
    Show

    Level 3: Mantle of Inspiration
    When you use your bardic inspiration to grant a die to a creature that creature also gains temporary hit points equal to your bard level and can use their reaction to move up to half their speed without provoking opportunity attacks.

    Level 6: Facade of Majesty
    When you use your bardic inspiration to grant a die to a creature you can also cast the spell Command without expending a spell slot.
    Once you have used this ability you cannot do so again until you finish a short or long rest

    Level 14: Unbreakable Majesty
    The first time a creature attempts to attack you it must succeed on a charisma saving throw against your spell DC or be forced to choose a new target to attack instead or the attack is wasted. A creature that fails its saving throw has disadvantage on saving throws against your spells until the end of its next turn.

    Spoiler: Lore
    Show

    Level 3: Cutting Words
    When a creature within 60 feet that you can see makes an ability check, attack roll or damage roll you can use your reaction to expend one use of Bardic Inspiration and reduce the roll by the result of the die.
    You can choose to use this feature after the creature makes its roll, but before the DM determines the result. The creature is immune if it cannot be charmed or cannot hear you.

    Level 6: Additional Magical Secrets
    You learn any two spells or cantrips of your choice, which must be of a level you can cast. The chosen spells count as bard spells for you but do not count against the number of bard spells you know.

    Level 14: Song of Rejuvenation
    When you finish a short rest you can choose to expend one use of your bardic inspiration and recover expended spell slots of a combined level equal to the result. These restored spell slots can be shared amongst any creatures resting with you, but none of the slots restored can be higher than 5th level.
    Once you use this ability you cannot do so again until you finish a long rest.

    Spoiler: Valor
    Show

    Level 3: Bonus Proficiencies
    You gain proficiency in medium armor, shields and martial weapons.

    Level 3: Blade Flourish
    When a creature you have inspired rolls their bardic inspiration die on an attack they can also add the result to their damage roll and to their AC until the start of their next turn

    Level 6: Extra Attack
    You can attack twice whenever you take the Attack action on your turn. If you already have the Extra Attack feature you instead increase one attribute of your choice by 1, to a maximum of 20.

    Level 14: Battle Magic
    When you use your action to cast a bard spell you can make one weapon attack as a bonus action.

    Spoiler: Whispers
    Show

    Level 3: Psychic Blades
    When you bestow a Bardic Inspiration die you can choose one creature that can hear you and deal psychic damage to it equal to your bard level

    Level 6: Terrible Shroud
    If you kill or cause a humanoid creature to be frightened you can use an action to assume its guise, which lasts for up to an hour or until you end the disguise as a bonus action.
    While disguised you gain access to the information that creature would share with a casual acquaintance. This is enough to impersonate the creature, gaining a +5 on deception checks to maintain your disguise.
    Once you use this ability you cannot do so again until you finish a short or long rest

    Level 14: Whispered Reign
    As an action you can make one creature within 30 feet that can hear you both charmed and frightened of you for the next 8 hours unless it succeeds on a wisdom save against your spell DC. An affected creature will obey your commands unless a command would put its life at risk.
    If the target succeeds on its save they do not know of the attempt.
    Once you use this feature you cannot do so again until you finish a long rest.


    Spoiler: Cleric
    Show

    Spoiler: Death Domain
    Show

    Bonus Spells:
    False Life, Ray of Sickness
    Gentle Repose, Ray of Enfeeblement
    Ray of Exhaustion, Vampiric Touch
    Blight, Death Ward
    Anti-Life Shell, Cloudkill

    Channel Divinity: Path to the Grave
    As a bonus action you choose one creature within 30 feet of you. The next time you or an ally damages the creature the creature has vulnerability to one damage type dealt to it.

    Level 1: Blessing of the Reaper
    You learn one necromancy cantrip from any spell list.
    When you cast a necromancy cantrip that normally targets only one creature, you can instead target two creatures within range and within 5 feet of each other.

    Level 6: Delay the Inevitable
    When you or an ally within 30 feet of you suffers a critical hit you can use your reaction to turn that attack into a normal hit.
    You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses when you finish a long rest

    Level 8: Divine Strike
    Your cantrips and weapon attacks deal an extra 1d8 necrotic damage
    This increases to 2d8 at level 14

    Level 17: Improved Reaping
    When you cast a necromancy spell of up to 5th level that targets only one creature, the spell can instead target two creatures within range and within 10 feet of each other

    Spoiler: Forge Domain
    Show

    Bonus Spells:
    Searing Smite, Shield
    Heat Metal, Scorcher
    Elemental Weapon, Protection from Energy
    Fabricate, Fire Shield
    Animate Objects, Creation

    Channel Divinity: Fan the Flames
    When you deal fire damage with a spell or weapon attack you can use your Channel Divinity to deal extra fire damage equal to three times your Cleric level

    Level 1: Blessing of Creation
    You gain proficiency in Heavy Armor
    Additionally, when you finish a long rest you can touch one nonmagical weapon, shield or suit of armor. Until the end of your next long rest or until you die the object becomes a magic item; armor and shields grant a +1 bonus to AC and weapons a +1 bonus to attack and damage rolls.
    Once you use this feature, you cannot use it again until you finish a long rest.

    Level 6: Soul of the Forge
    You gain resistance to fire damage and +1 AC while wearing armor.

    Level 8: Divine Strike
    Your cantrips and weapon attacks deal an extra 1d8 fire damage
    This increases to 2d8 at level 14

    Level 17: Soul of Forge and Fire
    You gain immunity to fire damage and resistance to bludgeoning, piercing and slashing damage while wearing armor

    Spoiler: Knowledge Domain
    Show

    Bonus Spells:
    Command, Identify
    Augury, Suggestion
    Dispel Magic, Nondetection
    Arcane Eye, Confusion
    Legend Lore, Scrying

    Channel Divinity: Read Thoughts
    As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you cannot use this feature on it again until you finish a long rest.

    If the creature fails its save, for one minute you can read its surface thoughts while within 60 feet of it. During that time you can end this effect as a bonus action to cast the suggestion spell on the creature without expending a spell slot. The target has disadvantage on its saving throw against the spell.

    Level 1: Blessings of Knowledge
    You learn one language and one cantrip of your choice from any spell list.
    You also gain proficiency in one skill and tool of your choice and expertise in one skill or tool of your choice

    Level 6: Knowledge of the Ages
    You gain proficiency and expertise in one skill or tool of your choice. As an action you can change this skill or tool for another but cannot do so again until you finish a short or long rest

    Level 8: Divine Strike
    Your cantrips and weapon attacks deal an extra 1d8 psychic damage
    This increases to 2d8 at level 14

    Level 17: Visions of the Past
    You can cast one spell from your domain spells as a bonus action without expending a spell slot.
    Once you use this ability you cannot do so again until you finish a short or long rest

    Spoiler: Life Domain
    Show

    Bonus Spells:
    Cure Wounds, Faerie Fire
    Lesser Restoration, Scorching Ray
    Revivify, Fireball
    Death Ward, Guardian of Faith
    Flame Strike, Raise Dead

    Channel Divinity: Divine Radiance
    As an action you can choose each creature within 30 feet of you that you can see to either restore 1d8 + your cleric level hit points or take the same amount in radiant damage. A creature that succeeds on a Constitution saving throw against your spell DC takes half as much damage

    Level 1: Blessings of Life
    You gain proficiency in Heavy armor.
    Additionally, when you use a spell of 1st level or higher to restore hit points to a creature, both you and that creature regain additional hit points equal to your cleric level

    Level 6: Warding Flare
    When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll. If the attack hits the creature takes radiant damage equal to 2d8 + your cleric level.
    You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses when you finish a long rest.

    Level 8: Divine Strike
    Your cantrips and weapon attacks deal an extra 1d8 radiant damage
    This increases to 2d8 at level 14

    Level 17: Corona of Light
    You emit bright light in a 15 foot radius and dim light 15 feet beyond that. You can suppress or resume this light as an action.
    Creatures within the area of your bright light use the highest possible number for each die when receiving healing or taking fire or radiant damage

    Spoiler: Trickery Domain
    Show

    Bonus Spells:
    Charm Person, Disguise Self
    Mirror Image, Pass without Trace
    Blink, Hypnotic Pattern
    Charm Monster, Dimension Door
    Mislead, Modify Memory

    Channel Divinity: Duplicity
    As an action you create a perfect illusion of yourself within 30 feet of you. This illusion lasts for 1 minute, or until you lose concentration. For the duration you can see and hear, and cast spells as though you were in the illusion's space.

    As a bonus action on your turn, you can move the illusion up to your speed, but it must remain within 120 feet of you.

    Level 1: Blessing of Deceit
    As an action you can touch a creature to give them advantage on Stealth and Thievery checks. This benefit lasts for 10 minutes or until you use this feature again.

    Level 6: Illusory Blink
    When you take damage while you have an illlusory duplicate from your Duplicity ability you can use your reaction to swap positions with your duplicate. You can use this ability only once per duplicate.

    Level 8: Divine Strike
    Your cantrips and weapon attacks deal an extra 1d8 poison damage
    This increases to 2d8 at level 14

    Level 17: Improved Duplicity
    When you use your Invoke Duplicity ability you can create up to three duplicates of yourself instead of one, moving any number of them using your bonus action.

    Spoiler: War Domain
    Show

    Bonus Spells:
    Divine Favor, Wrathful Smite
    Magic Weapon, Spiritual Weapon
    Crusader's Mantle, Spirit Guardians
    Staggering Smite, Stoneskin
    Circle of Power, Destructive Wave

    Channel Divinity: Guided Strike
    When you make an attack roll you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM determines the results.

    Level 1: Blessings of Battle
    You gain proficiency in Heavy armor and Martial weapons

    Additionally, as a bonus action you can make a weapon attack.
    You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses when you finish a long rest.

    Level 6: War God's Blessing
    When a creature within 30 feet of you makes an attack roll you can use Channel Divinity as a reaction to grant a +10 bonus to the roll. You make this choice after you see the roll, but before the DM determines the results.

    Level 8: Divine Strike
    Your cantrips and weapon attacks deal an extra 1d8 force damage
    This increases to 2d8 at level 14

    Level 17: Avatar of Battle
    Any time you take damage you reduce the amount taken by your Wisdom bonus (minimum 1)


    Spoiler: Fighter
    Show

    Spoiler: Battlemaster
    Show

    Defensive Fighting
    You can expend one superiority die to take the Dodge action as a bonus action, and the next time before you take damage before your next turn you reduce the damage taken by the result of your superiority die roll.

    Lead the Attack
    When you hit an enemy with a weapon attack on your turn, you can expend one superiority die and use a bonus action to expose it to your allies. Add the superiority die to the attack's damage roll and to the first attack that hits from an ally against the same target before the start of your next turn.

    Taunt
    You can expend one superiority die and use an action on your turn to cry out in challenge to one creature within 30 feet can see and hear you. The target must make a Charisma saving throw or use their reaction to move up to their speed towards you. Any creature that is immune to being frightened or that does not understand you is not affected.

    Spoiler: Champion
    Show

    Level 3: Expertise
    You gain expertise in one skill you are proficient in.

    Level 3: Improved Critical
    Your weapon attacks score a critical hit on a roll of 19 or 20

    Level 7: Remarkable Athlete
    You add half your proficiency bonus (round up) to any Strength, Dexterity or Constitution check you make, including checks you are proficient in but not checks that you apply expertise to.
    In addition, when you jump you are always considered to have a running start.

    Level 10: Additional Fighting Style
    You can choose a second option from the Fighting Style class feature

    Level 10: Revitalizing strength
    When you use your Second Wind class feature you heal additional hit points equal to your proficiency bonus

    Level 15: Superior Critical
    Your weapon attacks score a critical hit on a roll of 18-20

    Level 18: Survivor
    While conscious and at no more than half your maximum hit points you regain hit points equal to 5 + your Constitution modifier at the beginning of each of your turns.

    Spoiler: Hexblade
    Show

    Level 3: Pact Magic
    You gain pact magic on a 1/3 progression (round up) using the warlock spell list and using Charisma as your casting stat. You know two cantrips at level 3 and a third at level 10.

    Level 3: Bonded Weapon
    You learn a ritual that creates a magical bond between yourself and up to two weapons. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, and bonding to a third weapon releases the bond on one of your bonded weapons.
    Once you have bonded a weapon to yourself you cannot be disarmed of that weapon unless you are incapacitated, and you can summon a bonded weapon weapon to your hand as a bonus action on your turn if it is on the same plane of existence. A bonded weapon can be used as a spell focus, and while you are wielding a bonded weapon you are considered to have a free hand for the purposes of casting spells.

    Level 7: Hexblade Curse
    Once per short rest as a bonus action you can target one creature you can see with a crippling curse that lasts one minute. Your attacks deal an additional 1d6 necrotic damage to the target. The creature must also make a Wisdom saving throw or take disadvantage on checks and saves of one ability score of your choice until the hex ends.
    This ability does not stack with those of the Hex spell and can be ended with a Remove Curse spell, or if you choose to end it using a bonus action.

    Level 10: Mettle
    Once per short rest you can take a second reaction. You cannot use more than one reaction on the same turn.

    Level 15: Aura of Unluck
    When a hostile creature within 15' of you that you can see makes an attack, you can use your reaction to roll 1d6 and subtract the result from the creature's attack roll.

    Level 18: Dire Curse
    Your Hexblade Curse improves, lasting up to one hour, dealing 2d6 bonus damage and granting disadvantage on ability checks and saving throws for two abilities of your choice. A successful Wisdom saving throw negates the disadvantage to one of these abilities (target's choice).

    Spoiler: Purple Dragon Knight/Banneret (Warlord)
    Show

    Level 3: Tactician
    When you take the Attack action, you can forego your attack to allow one ally within 30 feet that can see and hear you to make one weapon attack. If you are able to make multiple attacks with the Attack action, this attack replaces one of them.

    Level 3: Aura of Discipline
    You and friendly creatures within 10 feet of you have advantage on Strength checks and saving throws to avoid being forcibly moved or knocked Prone.

    Level 7: Great Leadership
    You gain proficiency in your choice of Intimidation, Insight or Persuasion. Your proficiency bonus is doubled for any ability check you make using this skill.

    Level 10: Inspiring Word
    When you use your Second Wind, Action Surge or Indomitable feature you can choose to also grant the same benefits of the feature to one ally within 30 feet that can see and hear you. Once you use this feature you cannot do so again until you finish a short or long rest.

    Level 15: Battlecry
    As a bonus action you can rally up to three allied creatures within 60 feet that can see and hear you. These creatures can use their reaction to spend a number of hit die up to your Charisma modifier (minimum 1) and move up to half their speed. This movement does not provoke opportunity attacks. Once you use this feature you cannot do so again until you finish a short or long rest.

    Level 18: Lord of War
    When you see an ally within 30 feet of you make an attack you can use your reaction to grant advantage on the attack roll.


    Spoiler: Monk
    Show

    Spoiler: Four Elements (and Jedi)
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    Level 3: Disciple of the Elements
    You know two elemental disciplines of your choice from the list below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level. Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.

    Elemental disciplines allow you to cast spells using your Ki. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it. Casting a spell uses Ki points equal to the level of the spell, and can be cast at a higher level if the spell allows using one additional Ki point for each level higher. The maximum number of ki points you can spend to cast a spell (including its base cost and increasing its level) is determined by your Monk level as shown below.

    Monk level Maximum Ki for a spell
    3rd-4th 1
    5th-8th 2
    9th-12th 3
    13th-16th 4
    17th-20th 5

    Level 3: Elemental Attunement
    You gain an extra reserve of Ki points equal to your Wisdom bonus. These Ki points can only be used for your elemental disciplines.

    Spoiler: Elemental Disciplines
    Show

    Caustic Scintillation: Acid Splash, Chromatic Orb, Elemental Weapon, Transmute Rock
    Dire Flame: Produce Flame, Burning Hands, Fireball, Immolation
    Heavenly Wave: Shape Water, Create or Destroy Water, Wall of Water, Maelstrom
    Immortal Stone: Magic Stone, Earth Tremor, Erupting Earth, Conjure Elemental (Earth elemental)
    Phoenix Wing: Control Flames, Faerie Fire, Protection From Energy, Conjure Elemental (Fire elemental)
    Shaping Summit: Mold Earth, Firm Grounding, Meld into Stone, Wall of Stone
    Storm Dragon: Thunderclap, Thunderwave, Wind Wall, Conjure Elemental) (Air elemental)
    Sweeping Torrent: Water Whip, Grease, Tidal Wave, Conjure Elemental (Water elemental)
    Unbroken Wind: Gust, Fog Cloud, Gaseous Form, Control Winds
    Winter Breath: Ray of Frost, Ice Knife, Sleet Storm, Cone of Cold

    Optional: Jedi Powers
    Fright: Minor Illlusion, Cause Fear, Fear, Synaptic Static
    Jump: Repulsion, Jump, Fly, Far Step
    Lightning: Shocking Grasp, Witch Bolt, Lightning Bolt, Storm Sheathe
    Mind Trick: Friends, Command, Hypnotic Pattern, Dominate Person
    Push: Mage Hand, Catapult, Bounding Weapon, Telekinesis
    Speed: True Strike, Longstrider, Haste, Timelapse



    Spoiler: Paladin
    Show

    Spoiler: Oath of the Crown
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    Spoiler: Ranger
    Show

    Monster slayer removed, Gloom Stalker and Horizon Walker are fine

    Spoiler: Arcane Archer
    Show

    Level 3: Bonus Spells
    Expeditious Retreat, Melf's Acid Arrow, Magic Circle, Hallucinatory Terrain, Wall of Light

    Level 3: Enchanted Projectiles
    You can ignore the loading and ammunition qualities of ranged weapons with which you are proficient, and ranged weapon attacks you make are considered magical for the purposes of overcoming damage resistance and immunity.

    Level 3: Arcane Shot
    You learn two Arcane Shot options of your choice from the list below. Once per turn when you make an attack with a ranged weapon as part of the Attack action you can apply one of your Arcane Shot options to the attack. You decide to use the option when the attack hits, unless the option does not involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
    You learn an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 11th, and 15th level. Each option also improves when you reach these levels.

    Level 7: Magical Reserves
    When you finish a Short Rest you can choose to expend Hit Dice to recover expended Spell Slots. The Spell Slots can have a combined level that is equal to the number of Hit Dice expended, and none of the slots can be 6th level or higher.

    Level 11: Ever-Ready Shot
    If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

    Level 15: Arrow of Death
    When you use an Arcane Shot on a target they must also make a Constitution saving throw. If it fails, it is reduced to 0 hit points.
    Once you use this feature you cannot do so again until you finish a long rest.
    Spoiler: Arcane Shot Options
    Show

    Banishing Shot (Abjuration)
    The creature hit must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
    The banishment lasts one additional turn after you reach 7th, 11th and 15th level in this class.

    Explosive Shot (Evocation)
    Immediately after the attack hits the creature, the target and all other creatures within 10 feet of it each take your choice of 1d10 fire, cold or lightning damage.
    The damage increases by 1d8 when you reach 7th, 11th and 15th level in this class.

    Weakening Shot (Necromancy)
    The creature hit takes an extra 1d8 necrotic damage and must succeed on a Constitution saving throw or halve the damage dealt by its weapon and spell attacks until the start of your next turn.
    The necrotic damage increases by 1d8 when you reach 7th, 11th and 15th level in this class.

    Frightening Shot (Enchantment)
    The creature hit takes an extra 1d8 psychic damage and must succeed on a Wisdom saving throw or be Frightened of you until the start of your next turn.
    The psychic damage increases by 1d8 when you reach 7th, 11th and 15th level in this class.

    Translocating Shot (Conjuration)
    The creature hit is teleported up to 15 feet to a space you can see.
    The distance teleported increases by five feet when you reach 7th, 11th and 15th level in this class.

    Grasping Shot (Transmutation)
    The creature hit takes an extra 1d8 poison damage and if it moves without teleporting before the start of your next turn it takes 1d8 piercing damage
    The poison and piercing damage increase by 1d8 when you reach 7th, 11th and 15th level in this class.

    Seeking Shot (Divination)
    When you use this option, you donít make an attack roll for the attack. Instead, choose one creature you are aware of. The weapon or piece of ammunition moves unerringly toward that creature, moving around corners and ignoring cover. If the target is within range and there is a path large enough for the weapon or piece of ammunition to travel to the target, the attack hits and deals an extra 1d8 force damage.
    The force damage increases by 1d8 when you reach 7th, 11th and 15th level in this class.

    Obscuring Shot (Illusion)
    The creature hit by the arrow takes an extra 1d6 thunder damage and it must succeed on a Wisdom saving throw or be blinded and deafened until the start of your next turn.
    The thunder damage increases by 1d8 when you reach 7th, 11th and 15th level in this class.


    Spoiler: Beastmaster
    Show

    Level 3: Bonus Spells
    Heroism, Enhance Ability, Catnap, Dominate Beast, Awaken

    Level 3, Beast Companion
    You can cast the Find Companion spell without expending a spell slot or material components, except your beast companion has a maximum hit point value of 4 per Ranger level you possess. Once you cast this spell you cannot do so again until you finish a long rest.
    At ranger level 7 you cast Find Companion as if from a 3rd level spell slot, at level 11 a 4th level spell slot and level 15 a 5th level spell slot.

    Level 7: Bolster Beast
    While your companion is within 100 feet of you it adds your proficiency bonus to its attack and damage rolls, AC and saving throws and it's attacks are considered magical for the purposes of overcoming damage resistance and immunity.

    Level 11: Bestial Fury
    When you make a weapon attack against a creature that is within the reach of your companion it can use its reaction to grant you advantage on the attack roll.

    Level 15: Beastís Defense
    Whenever an attacker that your companion can see hits it with an attack, your companion can use its reaction to halve the attackís damage against it.

    Spoiler: Slayer (formerly the Hunter)
    Show

    Level 3: Bonus Spells
    Snare, Spider Climb, Nondetection, Locate Creature, Far Step

    Level 3: Hunting Style
    Horde Breaker: When you use the attack action you can make an extra attack against a different creature within your reach
    Opportune Slayer: When you hit a creature with an opportunity attack you deal extra damage equal to half your ranger level
    Skirmisher: When you move at least 10 feet on your turn your weapon attacks deal an extra +1d6 damage until the end of your turn

    Level 7: Defensive Tactics
    Escape the Swarm: Opportunity attacks made against you are rolled at disadvantage
    Fierce Predator: You cannot be frightened and can ignore up to one level of exhaustion
    Wild Tenacity: When an attacker you can see hits you with an attack, you can use your reaction to roll a d6, and reduce the damage you take by the result

    Level 11: Superior Hunting Style
    Relentless Hunter: Once per turn you can add your Wisdom modifier to the attack and damage rolls of one attack you make
    Rain of Iron: You can use your action to make one melee weapon attack that targets all creatures within reach, or one ranged weapon attack against that targets all creatures within 10 feet of a point you can see within range.

    Level 15: Improved Defensive Tactics
    Evasion: When you make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed and only half damage if you fail.
    Interception: When an attacker you can see hits you with a ranged attack you can use your reaction to make a ranged weapon attack, using the attack roll as the AC. If you hit the attack is negated.


    Spoiler: Rogue
    Show

    Spoiler: Assassin
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    Level 3: Your Sneak Attack damage uses d8s instead of d6s
    Level 9: When you roll Initiative, you gain advantage on attack rolls against any creature that has not had a turn in the combat yet.
    Level 13: You gain advantage on any Deception checks to maintain a disguise, and can accurately mimic the speech, writing and mannerisms of any creature you observe for at least one hour


    Spoiler: Sorcerer
    Show

    Spoiler: Spellscarred
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    Level 1: Spellfire
    You learn either Sacred Flame or Word of Radiance as a sorcerer cantrip.
    Additionally, once per turn when you deal damage to a creature or object with a spell, you can spend a number of Sorcery Points up to your Proficiency Bonus to deal 1d6 extra Radiant damage for each Sorcery Point spent.

    Level 6: Spell Eater
    When you are subject to a spell that includes you as a target you can attempt to absorb its magic using your reaction. If you succeed on a Charisma check against the Spell DC of the caster, you are unaffected by the spell and recover expended Sorcery Points equal to the level of the spell, plus Hit Points equal to your Sorcerer level.
    Once you successfully use this ability you cannot do so again until you finish a short or long rest.

    Level 14: Spellfire Shield
    When you cast a spell you gain temporary hit points equal to the number of sorcery points spent, including the cost of any metamagic used.

    Level 18: Magical Void
    As an action you can spend a number of Sorcery Points to gain total immunity to spells. For the next minute, or until you lose concentration, you and any creature within 5 feet of you cannot be affected or detected by spells of a level equal to or lower than half the number of Sorcery Points you used.
    Once you use this ability you cannot do so again until you finish a long rest.


    Spoiler: Warlock
    Show

    Spoiler: Hexblade
    Show

    Is no longer referred to as the Hexblade. This patron is 'The Titan'.

    Level 1: Spellwrought Warrior
    You gain proficiency in Medium armor, shields and martial weapons.

    Level 1: Mark of Dominance
    As a bonus action you can place a brand on one creature you can see within 30 feet of you that lasts 1 minute. The mark ends early if the target dies, or if you are incapacitated. While the target is marked you gain the following benefits:
    • You gain a bonus to damage rolls against the target equal to your proficiency bonus
      You gain advantage on opportunity attacks against the target
      If the cursed target dies you regain hit points equal to your warlock level + your Charisma modifier (minimum 1)

    Once you use this feature you cannot do so again until you finish a short or long rest.

    Level 6: Mark of Subservience
    When you slay a creature you can demand its corpse perform one final act. On its initiative the creature moves up to half its speed and makes one attack against a target you choose, then falls dead and inanimate.

    Level 10: Mark of Aversion
    A target cursed by your Mark of Dominance has disadvantage on attack rolls against you. If you take damage from the marked creature this effect is suppressed until the start of your next turn.

    Level 14: Mark of Mastery
    When the creature branded by your Mark of Dominance dies, instead of regaining hit points you can choose to regain the expended use of your Mark of Dominance, provided you are not incapacitated.


    Spoiler: Wizard
    Show

    Spoiler: Runemaster
    Show

    inspired by this lovely fellow

    Level 2: Ritual Savant
    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a ritual spell into your spellbook is halved.

    Level 2: Magic Mapping
    Starting at 2nd level, you can arrange your spell knowledge into a cipher of patterned glyphs, using them to garner insight into the inner workings of magic.
    When you prepare your spells you can arrange them visually on a triangular grid, connecting spells of the same level or school. This map cannot be separated, though it need not contain all your spells.
    Any spell on the map with only one connection is called a terminus, and deals extra damage equal to your proficiency bonus when cast.
    Any three directly connected spells is called a loop, and increases your Wizard level by 1 for the purposes of your Arcane Recovery feature to a maximum of your proficiency bonus.

    Level 6: Spell Link
    When casting a spell that is marked as part of a loop on your map, you can exchange the damage type dealt or type of saving throw for that of another of a spell in that loop. After you use this feature you cannot do so again until you finish a short or long rest.

    Level 10: Geometric Shift
    When you cast a spell of 1st level or higher that is marked as a terminus on your map, as a Bonus Action you can teleport one creature you can see within 30 feet of you a distance up to 5 feet per level of the spell cast. Unwilling creatures can make a Wisdom saving throw against your spell DC to avoid being teleported.

    Level 14: Greater Spell Link
    When you cast a spell that is part of a loop, as a Bonus Action you can also cast another spell within that loop. After you use this feature you cannot do so again until you finish a short or long rest.

    Last edited by Kane0; 2019-07-16 at 06:40 PM.
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    Ettin in the Playground
     
    Kane0's Avatar

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    Location
    Waterdeep
    Gender
    Male

    Default Re: Houserules and homebrew

    Feats
    Spoiler: Feats
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    Actor:
    +1 Charisma
    - You have advantage on checks to pass yourself off as someone else.
    - You can mimic the sounds and speech of other creatures that you have listened to for at least one minute. A successful Insight check contested by your Deception check allows a listener to determine the falsehood.

    Alert:
    +1 Wisdom
    - You can't be surprised while you are conscious, and can use your Wisdom instead of your Dexterity when rolling initiative
    - Creatures do not gain advantage on attack rolls against you from being hidden from you

    Armor Training
    +1 Strength or Dexterity
    - You gain proficiency with all armor and shields.

    Athlete:
    +1 Strength or Dexterity
    - Standing up from prone uses only 5 feet of movement
    - Climbing and swimming does not halve your speed
    - You can make a running jump without needing a running start

    Charger:
    +1 Strength or Dexterity
    - When you use your action to Dash you can make one melee weapon attack or shove attempt at advantage at the end of your movement. You cannot move again on your turn after you make this attack or shove.

    Crossbow Mastery:
    - You ignore the loading quality of ranged weapons
    - Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls
    - You are able to use one handed ranged weapons as well as melee weapons when Two Weapon Fighting

    Defensive Duelist:
    +1 Dexterity
    - When you are hit by an attack while wielding a weapon in one hand, you can use your Reaction to add your Proficiency Bonus to your AC against that attack, potentially causing the attack to miss.

    Dual Wielder:
    - You can add your ability modifier to the damage of your off hand attacks
    - You can use two-weapon fighting as part of the attack action instead of using a bonus action. If you do so you cannot also use your Bonus Action to make a weapon attack on the same turn.
    - While wielding a different weapon in each hand, if you make an opportunity attack you can also make an attack using your off hand against the same target

    Dungeon Delver:
    +1 to Dexterity, Intelligence or Wisdom
    - You gain darkvision with a range of 30 feet. If you already have Darkvision it improves, increasing the range by 30 feet as well as being able to discern color
    - You have advantage on Perception and Investigation checks made to detect the presence of secret doors and traps, and can search for traps at a normal travel pace
    - You have advantage on saving throws made to avoid or resist traps and resistance to the damage dealt by traps

    Durable:
    +1 to Constitution
    - When you roll any die to regain hit points, the minimum result is equal to your Constitution modifier (if you have a 20 Con you can actually heal 5 from a d4)

    Elemental Adept
    +1 to Intelligence, Wisdom or Charisma
    - Choose one of the following damage types: acid, cold, fire, lightning, or thunder
    - Spells you cast ignore resistance to damage of the chosen type
    - When you roll damage for a spell you cast that deals damage of the chosen type, you can treat any 1 or 2 on a damage die as a 3

    Expert Tosser:
    +1 Strength or Dexterity
    - You can add your Strength and Dexterity bonuses to your ranged attack and damage rolls using thrown weapons
    - You can throw any weapon with a range of 20í / 60í

    Grappler:
    - You have advantage on checks to grapple creatures that are your size or smaller
    - While you are grappling a creature you have advantage on attack rolls against the grappled creature, and attacks made against you are made at disadvantage
    - On your turn, as a Bonus Action you can attempt to pin a creature grappled by you with another grapple check. lf you succeed the creature is restrained until the grapple ends

    Great Fortitude
    - You gain proficiency in your choice of Strength or Constitution Saving Throws
    - Your hit point maximum increases by an amount equal to your level, plus additional 1 hit point each time you gain a new level after taking this feat

    Great Weapon Mastery:
    - When you make an attack with a weapon held in both hands that you are proficient in, you can choose to forego adding your proficiency bonus to the attack roll to instead add double your proficiency bonus to the damage roll
    - On your turn, when you score a critical hit or reduce a creature to 0 hit points with a melee weapon wielded in both hands, you can make one melee weapon attack as a bonus action

    Healer:
    - You gain proficiency in the Medicine skill, or Expertise if you are already proficient
    - When you use a healer's kit to stabilize or heal a dying creature, that creature does not gain a level of exhaustion.
    - As an action you can use a healer's kit to tend to a wounded creature, making a Medicine check and restoring hit points equal to the result. A creature cannot benefit from this feat again until it finishes a short or long rest.

    Heavy Armor Mastery
    +1 Strength
    - While you are wearing heavy armor, bludgeoning, piercing and slashing damage that you take from attacks is reduced by an amount equal to your proficiency bonus.

    Inspiring Leader:
    During a short or long rest you can inspire up to six friendly creatures that can understand you. These creatures gain temporary hit points equal to your level plus charisma modifier, which last until their next short or long rest.

    Iron Will:
    - You gain proficiency in your choice of Wisdom or Charisma saving throws
    - You gain Resistance to Psychic damage

    Keen Mind:
    +1 Intelligence
    - You can accurately recall anything you have seen or heard within the past month
    - You learn two languages of your choice
    - You have advantage on any Intelligence checks to solve ciphers, puzzles, riddles and other mental tests

    Lightning Reflexes
    - You gain proficiency in your choice of Dexterity or Intelligence Saving Throws
    - You can make Opportunity Attacks against creatures that teleport or are forcibly moved.

    Lucky:
    You have two luck points. Any time you roll a d20 you can choose to spend a luck point to roll an additional d20 and choose which result you use. You can choose to use a luck point after you roll but before the outcome is determined.
    You regain one expended luck point after finishing a short or long rest.

    Mage Slayer:
    - You can make an Opportunity Attack against a creature that begins to cast a spell within your reach, potentially causing that creature to lose the spell if the attack hits and they fail a Concentration saving throw.
    - When you damage a creature that is concentrating on a spell that they have cast, that creature has disadvantage on the saving throw to maintain concentration
    - You have advantage on saving throws against spells cast by creatures within your reach

    Magic Initiate:
    You learn two cantrips and one first level spell of your choice. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom or Charisma. Once you cast your first level spell, you must finish a long rest before you can cast it again.

    Martial Adept:
    - You learn two maneuvers of your choice, as if you were a Battlemaster fighter two levels lower than your character level.
    - You gain two superiority die, which are a d6. If you already have superiority die you gain two more. You regain your expended superiority dice when you finish a short or long rest

    Medium Armor Master:
    +1 Dexterity
    - Wearing armor does not impose disadvantage on your Dexterity (Stealth) checks
    - When wearing medium armor you gain +1 AC

    Metamagic Adept:
    - You learn one metamagic of your choice, as if you were a sorcerer
    - You gain three sorcerery points. If you already have sorcery points you gain three more. You regain your expended sorcery points when you finish a long rest

    Mobile:
    - Your speed increases by 10 feet
    - When you use the Dash action, difficult terrain does not cost extra movement on that turn
    - When you make a melee attack against a creature, you do not provoke opportunity attacks from that creature for the rest of your turn.

    Mounted Combatant:
    - You have advantage on melee attack rolls against unmounted creatures that are smaller than your mount
    - If your mount is subject to an attack you can use your reaction to force the attack to target you instead
    - If your mount is subjected to an effect that allows a Dexterity save to take half damage, it instead takes no damage on a successful save and only half damage if it fails

    Observant
    +1 Intelligence or Wisdom
    - You gain a +5 bonus to your passive Insight, Investigation and Perception scores
    - If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it is saying by reading its lips.

    Polearm Mastery:
    - When you make an attack with a reach weapon as part of the attack action, as a bonus action you can make a melee attack with the opposite end of the weapon. This attack is not treated as having reach and uses a d4 for its damage die.
    - While you are wielding a reach weapon, other creatures provoke an Opportunity Attack from you when they enter your reach

    Ritual Caster:
    +1 Intelligence, Wisdom or Charisma
    You learn two first level spells with the ritual tag that you can cast as rituals. You can also add other ritual spells that you find to your repertoire, if the spell level is equal to of less than half your level rounded up. Learning a new ritual can be done as part of a short or long rest and destroys the source that you learn it from.

    Savage Attacker:
    - Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage die and use either total
    - When you have advantage on a melee weapon attack and both rolls would hit you can roll one additional weapon damage die

    Sentinel:
    - Creatures within your reach provoke opportunity attacks from you even if they lake the Disengage action before leaving your reach
    - When a creature within your reach makes an attack against a target other than you, you can make an opportunity attack against the attacking creature.
    - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn

    Sharpshooter:
    +1 Dexterity
    - Your ranged weapon attacks treat 3/4 cover as 1/2 cover, and 1/2 cover as no cover
    - You double the short range of any ranged weapon attacks you make

    Shield Master:
    - On your turn you can make a Shove attempt as a Bonus Action using a shield
    - You add the AC bonus of your shield to Dexterity saving throws
    - When holding a shield you can attack with it as if it were a light weapon that deals 1d4 bludgeoning damage on a hit

    Skilled:
    +1 to one ability score associated with a skill you are proficient in
    - You gain proficiency in one skill
    - You gain expertise in one skill you are proficient in

    Skulker:
    +1 Dexterity
    - You can attempt to hide even when you are only lightly obscured
    - When you are hidden from a creature and miss it with an attack you do not reveal your position
    - Dim light does not impose disadvantage on your Perception checks that rely on sight

    Spell Sniper:
    - You learn one cantrip that requires an attack roll, taken from any spell list
    - When you cast a spell that requires you to make a ranged attack roll, the range of the spell is doubled
    - Your ranged spell attacks treat 3/4 cover as 1/2 cover, and 1/2 cover as no cover

    Tavern Brawler:
    +1 Strength or Constitution
    - You are proficiency with improvised weapons
    - Your unarmed strikes deal a d6 for damage
    - When you hit a creature with an unarmed strike or improvised weapon on your turn you can use a bonus action to attempt to grapple the target

    Weapon Master:
    +1 Strength or Constitution
    - Select one type of weapon you are proficient in. Once per turn, when you make an attack with Advantage using this weapon and both rolls would hit you can force the creature to make a Constitution saving throw against DC 8 + Prof + (Str or Dex) or gain one level of exhaustion, to a maximum of three level of exhaustion.

    War Caster:
    - You have advantage on Constitution saving throws to maintain concentration
    - You can perform the somatic components of spells without a free hand
    - When you make an opportunity attack you can cast a Cantrip targeting the creature instead of making a weapon attack.
    Last edited by Kane0; 2019-07-18 at 08:02 PM.
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  5. - Top - End - #5
    Ettin in the Playground
     
    Kane0's Avatar

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    Location
    Waterdeep
    Gender
    Male

    Default Re: Houserules and homebrew

    Spells
    Spoiler: Cantrips
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    Blade Ward
    Abjuration Cantrip
    Casting Time: 1 Action
    Range: Touch
    Components: S
    Duration: Concentration, up to 1 minute

    You touch one willing creature. Once before the spell ends the target can roll 1d4 and reduce the damage taken from one attack of its choice by the result. The spell then ends.
    The die rolled increases in size when you reach 5th level (1d6), 11th level (1d8) and 17th level (1d10).

    Guidance
    Divination Cantrip
    Casting Time: 1 Action
    Range: Touch
    Components: S
    Duration: Concentration, up to 1 minute

    You touch one willing creature. Once before the spell ends the target can roll 1d4 and add the result to once ability check of its choice. The spell then ends.

    Repulsion
    Transmutation Cantrip
    Casting Time: 1 reaction, which you take in response to being damaged by a creature within 5 feet of you that you can see
    Range: Self
    Components: S
    Duration: Instantaneous

    You jump up to five feet away from the attacker. This movement does not provoke an opportunity attack.
    The distance you can jump increases by five feet when you reach 5th level (10 feet), 11th level (15 feet) and 17th level (20 feet).

    Resistance
    Abjuration Cantrip
    Casting Time: 1 Action
    Range: Touch
    Components: S
    Duration: Concentration, up to one minute

    You touch one willing creature. Once before the spell ends the target can roll 1d4 and add the result to one saving throw of its choice. The spell then ends.
    The die rolled increases in size when you reach 5th level (1d6), 11th level (1d8) and 17th level (1d10).

    Thunder Punch
    Evocation Cantrip
    Casting Time: 1 Action
    Range: Touch
    Components: S
    Duration: Instantaneous

    Make a melee spell attack against the target. On a hit the target takes 1d8 thunder damage and must make a strength saving throw or be pushed back ten feet.
    The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8).

    True Strike
    Divination Cantrip
    Casting Time: 1 Action
    Range: Touch
    Components: S
    Duration: Concentration, up to 1 minute

    You touch one willing creature. Once before the spell ends the target can roll 1d4 and add the result to an attack roll of their choice. The spell then ends.
    The die rolled increases in size when you reach 5th level (1d6), 11th level (1d8) and 17th level (1d10).

    Water Whip
    Transmutation Cantrip
    Casting Time: 1 action
    Range: 15 feet
    Components: S
    Duration: Instantaneous

    You create a long tendril of water that lashes out at a creature in range. The creature must make a Strength saving throw or takes 1d6 bludgeoning damage and be moved up to 5 feet in a direction you choose.
    The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6).

    Spoiler: 1st level spells
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    Arms of Hadar
    1st-Level Evocation
    Casting Time: 1 Action
    Range: Self
    Components: None
    Duration: Instantaneous

    Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature takes 2d6 Necrotic damage and cannot take reactions until its next turn. A creature that makes a successful Strength saving throw takes half damage.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every slot level above 1st.

    Beast Bond
    1st-level divination
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (a bit of fur wrapped in cloth)
    Duration: Concentration, up to 1 hour

    You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beastís Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within one mile of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within your reach that you can see.

    Cure Wounds
    1st-Level Evocation
    Casting Time: 1 Action
    Range: Touch
    Components: S
    Duration: Instantaneous

    One creature you touch regains a number of Hit Points equal to 2d8 + your spellcasting ability modifier, and can choose to spend one of their Hit Die to heal additional Hit Points. This spell has no effect on Constructs or Undead.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 and creature can choose to spend an extra Hit Die for each spell slot above first.

    Find Familiar
    1st-level conjuration
    Casting Time: 1 minute
    Range: 30 feet
    Components: V, S, M
    Duration: Instantaneous

    You summon a spirit that assumes the form of an animal. Choose a beast that is no larger than Tiny size and that has a challenge rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
    Your familiar acts independently of you, but it always obeys your commands. It acts on your initiative, but it cannot take the attack action.
    When within 100 feet you can communicate with your familiar telepathically, and when you cast a spell with a range of touch you can have your familiar use its reaction to deliver the spell using your attack modifier.
    As an action, you can dismiss your familiar temporarily or permanently. Temporarily dismissed familiars disappear into a pocket dimension where it waits until you summon it again as an action.
    A familiar that drops to 0 hit points disappears, leaving behind no physical form. If you cast this spell while you already have a familiar, you instead restore your familiar to its hit point maximum and can cause it to adopt a new form that meets the same requirements above.
    At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, your familiar can be of CR 1/2 or lower and can be a beast of up to Small size.

    Firm Grounding
    1st-level Transmutation
    Casting Time: 1 Action
    Range: Self
    Components: S, M
    Duration: 1 Minute

    You erect an earthen barricade around yourself. You gain half cover, resistance to thunder and lightning damage and advantage on ability checks and saving throws against being grappled, knocked prone or forcibly moved. The spell ends early if you move from your space.

    Hail of Thorns
    1st-level Conjuration
    Casting time: 1 Action
    Range: 60 Feet
    Components: V, M (ranged weapon)
    Duration: Instantaneous

    As part of the action used to cast this spell, you must make a ranged weapon attack against one creature within the spell's range, otherwise the spell fails.
    Hit or miss, a rain of thorns sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
    At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

    Irradiate
    1st-Level Evocation
    Casting Time: 1 Action
    Range: 60 feet
    Components: None
    Duration: Instantaneous

    Select a point you can see within range. A 5 foot radius around this point is bathed in green light which kills off all nonmagical plant life. Creatures caught within the area take 1d4 Radiant and 1d4 Necrotic damage, or half if they succeed on a Constitution Saving Throw against your Spell DC. The area this spell effects is effectively salted and remains barren for up to one year.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 5 feet for every slot level above 1st.

    Kaio-ken
    1st-Level Transmutation
    Casting Time: 1 Bonus Action
    Range: Self
    Components: None
    Duration: Concentration, up to one minute

    You flush yourself with a dangerous amount of energy, strengthening your attacks at the cost of injuring yourself in the process. Your attacks ignore damage resistance, but when you hit with an attack you take damage equal to half that you deal. This damage does not require you to make a Concentration check.

    Putrid Haze
    1st-Level Transmutation
    Casting Time: 1 Action
    Range: 120 feet
    Components: None
    Duration: Concentration, up to one minute

    You target one corpse you can see within range. The target corpse decomposes, spilling forth a toxic vapor in a 10 foot radius. Any creature that starts its turn within this area takes 1d10 poison damage, or half if they succeed on a Constitution saving throw against your spell DC. Creatures that fail their saving throw are also poisoned until the end of their next turn.
    If the spell affects the target corpse for the full duration the corpse is fully decomposed when the spell ends. A moderate or stronger wind disperses the vapor and ends the spell.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for every slot level above 1st.

    Witch Bolt
    1st-level Evocation
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M
    Duration: Concentration, up to 1 minute

    Make a ranged spell attack against a creature you can see within range. On a hit, the target takes 1d12 lightning damage. Until the spell ends you can make this attack again on each of your turns as an action. If you target a creature you hit with this attack on your last turn, the attack automatically hits.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for every slot level above 1st.

    Zephyr Strike
    1st-level Transmutation
    Casting Time: 1 bonus action
    Range: Self
    Components: V
    Duration: 1 minute

    For the duration, your movement doesnít provoke opportunity attacks.
    On your turn you can choose to end this spell early. If you do so, you gain advantage on the next weapon attack you make and your speed increases by 30 feet until the end of that turn.


    Spoiler: 2nd level spells
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    Barkskin
    2nd-level Transmutation
    Casting Time: 1 action
    Range: Touch
    Components: S
    Duration: 1 hour

    You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC cannot be less than 16, regardless of what kind of armor it is wearing.

    Desecrate
    2nd-level Necromancy (ritual)
    Casting Time: 1 action
    Range: Self
    Components: S, M
    Duration: 8 Hours
    You introduce a field of negative energy to an area 30 feet around you. For the duration of the spell any undead creatures within the area have advantage on their saving throws if subject to a Cleric's Channel Divinity feature. Additionally, any Undead creature created within the area gain +1 to all attack and damage rolls and have an additional 3 HP.
    If an area is subject to a Desecrate spell each day for an entire year the duration becomes permanent.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the additional HP of undead created increases by 3 for each slot level above 2nd.

    Discern Weakness
    2nd-Level Divination
    Casting Time: 1 action
    Range: Self
    Components: S
    Duration: Concentration, up to 1 minute
    For the duration, you sense the weaknesses of creatures within 30 feet of you. You can use your action to determine one damage vulnerability, source of disadvantage or the lowest saving throw of one creature you can see within 30 feet.

    Find Companion
    2nd-level Conjuration
    Casting Time: 1 minute
    Range: 30 feet
    Components: V, S, M
    Duration: Instantaneous

    You summon a spirit that assumes the form of an animal. Choose a beast that is of large size or smaller and that has a challenge rating of 1/4 or lower. Appearing in an unoccupied space within range, the companion has the statistics of the chosen form.
    Your companion acts independently of you on your initiative, but it always obeys your commands.
    When within 100 feet you can communicate with your companion telepathically, and when you cast a spell with a range of self you can choose to touch your companion to also target them with that spell.
    As an action, you can dismiss your companion permanently.
    A companion that drops to 0 hit points disappears, leaving behind no physical form. If you cast this spell while you already have a companion, you instead restore your companion to its hit point maximum and can cause it to adopt a new form that meets the same requirements above.
    At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the companion is up to CR 1/2. If you use a spell slot of 4th level or higher, the companion is up to CR 1. If you use a spell slot of 5th level or higher, the companion is up to CR 2.

    Find Steed
    2nd-level Conjuration
    Casting Time: 1 minute
    Range: 30 feet
    Components: V, S, M
    Duration: Instantaneous

    You summon a spirit that assumes the form of an animal. Choose a beast that is of large size (or medium if you are small) and that has a challenge rating of 1/2 or lower. Appearing in an unoccupied space within range, the mount has the statistics of the chosen form.
    Your mount acts as a controlled mount, but it always obeys your commands. It acts on your initiative, but it cannot take the attack action.
    When within 100 feet you can communicate with your mount telepathically, and while riding your mount if you cast a spell with a range of self you can also target your mount with that spell.
    As an action, you can dismiss your mount permanently.
    A mount that drops to 0 hit points disappears, leaving behind no physical form. If you cast this spell while you already have a mount, you instead restore your mount to its hit point maximum and can cause it to adopt a new form that meets the same requirements above.
    At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the steed is up to CR 1. If you use a spell slot of 4th level or higher, the steed is up to CR 2. If you use a spell slot of 5th level or higher, the steed is up to CR 3.

    Find Traps
    2nd-level divination
    Casting Time: 1 action
    Range: Self
    Components: S
    Duration: 1 hour

    You sense the presence and nature of any trap that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was intended as such by its creator.
    Thus, the spell would sense an area affected by the alarm spell or a mechanical pit trap, but it would not reveal natural hazards or structural weaknesses due to the passage of time.
    This spell merely reveals that a trap is present, and the danger it poses to you. You do not learn the location of each trap.

    Flame Blade
    2ndLevel Evocation
    Casting Time: 1 Bonus Action
    Range: Touch
    Components: S
    Duration: 1 minute

    You evoke a fiery blade in your hand, which lasts until the spell ends and counts as a simple melee weapon with which you are proficient. It deals 2d6 fire damage on a hit and has the finesse and light properties. In addition the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. If you drop the weapon it dissipates at the end of the turn and you can use a bonus action to cause it to reappear in your hand.
    At Higher Levels: When you cast this spell using a 3rd or 4th level spell slot, the damage increases to 3d6. When you cast it using a 5th or 6th level spell slot, the damage increases to 4d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d6.

    Lesser Restoration
    2nd-Level Abjuration
    Casting Time: 1 action
    Range: Touch
    Components: S
    Duration: Instantaneous
    You cure a creature you touch of an ailment they are suffering. You can reduce the target's Exhaustion level by one, cure one disease or end one of the following conditions on the target:
    - Blinded
    - Deafened
    - Paralyzed
    - Poisoned

    Melf's Acid Arrow
    2nd-Level Evocation
    Casting Time: 1 action
    Range: 90 feet
    Components: S
    Duration: Instantaneous

    Make a ranged spell attack against the target. On a hit, the target takes 6d4 acid damage and another 3d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 2d4 for each slot level above 2nd.

    Prayer of Healing
    2nd-Level Necromancy
    Casting Time: 1 action
    Range: 15 feet
    Components: V, M
    Duration: Instantaneous

    Up to three creatures of your choice within range regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

    Ray of Enfeeblement
    2nd-Level Necromancy
    Casting Time: 1 Action
    Range: 60 feet
    Components: S
    Duration: Up to 1 minute

    Make a ranged spell attack against one creature you can see within range. On a hit, the target takes 3d6 necrotic damage and deals only half damage with weapon attacks until the spell ends.
    At the end of each of the targetís turns it can make a Constitution saving throw against the spell. On a success, the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd.

    Snillocís Snowball Swarm
    2nd-level evocation
    Casting Time: 1 action
    Range: 90 feet
    Components: None
    Duration: Instantaneous

    Each creature in a 5 foot radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 4d6 Cold damage and has its speed reduced by 10 feet until the end of its next turn on a failed save, or half as much damage and no speed reduction on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

    Summon Monster
    2nd-level Conjuration
    Casting Time: 1 action
    Range: 10 feet
    Components: V, S
    Duration: Concentration, up to one minute

    You call forth a single Monstrosity type creature of CR 1/2 or lower, appearing in a space you can see within range. Roll initiative for the creature, which has its own turns. When you summon it and on each of your turns you can issue a verbal command to it (requiring no action on your part), telling it what to do on its next turn. If you issue no command it spends its turn attacking any creature that has attacked it.
    If you stop concentrating on this spell before it reaches its full duration the summoned creature disappears immediately.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the CR of the creature you can summon increases by 1 for each slot level above 2nd.

    Spoiler: 3rd level spells
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    Battering Ram
    3rd-Level Evocation
    Casting Time: 1 Action
    Range: 60 feet
    Components: S
    Duration: Instantaneous

    Make a ranged spell attack against one creature or object you can see within range. On a hit the target takes 5d10 force damage and must succeed on a Strength saving throw. On a failure the target is pushed 20 feet in a straight line away from you and knocked prone. Objects struck by this spell take an additional 2d10 damage.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot above 3rd.

    Bounding Weapon
    3rd-level Transmutation
    Casting Time: 1 Action
    Range: 60 feet
    Components: S, M
    Duration: Instantaneous

    You throw the weapon you are holding at a target and then bounce it from foe to foe before it returns to you. Make a ranged weapon attack against a creature you can see within range, dealing an extra 1d8 damage on a hit. Regardless of it the attack hits or misses, you can repeat this attack on another creature within 15 feet of the target. You can make up to four attacks this way, after which the weapon returns to your hand.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can make one additional attack for each spell slot above 3rd.

    Catnap
    3rd-level enchantment
    Casting Time: 1 action
    Range: 30 feet
    Components: V, M
    Duration: 1 minute

    Up to three willing creatures you see of your choice fall unconscious. The spell ends early if a target takes damage or someone uses an action to shake or slap it awake. If a target is unconscious for the full duration, it gains the benefit of a short rest, and it cannot be affected by this spell until it finishes a long rest.
    At Higher Levels: You can target one additional willing creature for each slot level above 3rd.

    Conjure Barrage
    3rd-level Conjuration
    Casting time: 1 Action
    Range: Self (60-foot cone)
    Components: S, M (one piece of ammunition or a thrown weapon)
    Duration: Instantaneous

    You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 6d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
    At Higher Levels: The damage increases by 1d8 for each slot level above 3rd.

    Dimensional Anchor
    3rd-level Abjuration
    Casting Time: 1 Bonus Action
    Range: 120 feet
    Components: S, M (a small lead weight)
    Duration: Concentration, up to 1 minute

    You attempt to lock one creature you can see to the plane they are currently on. The target must make a Charisma saving throw or be anchored until the spell ends.
    An anchored creature cannot teleport or be transported to another plane, such as by using the Blink or Plane Shift spells.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

    Erupting Earth
    3rd-level Transmutation
    Casting Time: 1 action
    Range: 120 feet
    Components: M
    Duration: Instantaneous

    Choose a point on the ground that you can see. The area in a 20-foot radius of that point becomes difficult terrain. Each creature in the area must make a Dexterity save. It takes 4d12 bludgeoning damage on a failure, or half damage on a success.
    At Higher Levels: The damage increases by 1d12 for each slot level above 3rd.

    Feign Death
    3rd-Level necromancy (ritual)
    Casting Time: 1 action
    Range: Touch
    Components: S
    Duration: 8 hours

    You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell's duration the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, its speed drops to 0, it has resistance to all damage except psychic damage and disease and poison have no effect until the spell ends. You can touch the target as an action to end the spell early, and the target can choose to end the spell early using an action despite being incapacitated.

    Flame Arrows
    3rd-level transmutation
    Casting Time: 1 action
    Range: Touch
    Components: S
    Duration: 8 hours

    You touch a quiver containing arrows, bullets or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d8 fire damage. The spellís magic ends on a piece of ammunition when it hits or misses, and the spell ends after twelve pieces of ammunition have been drawn from the quiver.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the number of pieces of ammunition you can affect with this spell increases by six for each slot level above 2nd.

    Hunger of Hadar
    3rd-level conjuration
    Casting Time: 1 action
    Range: 150 feet
    Components: S, M
    Duration: Concentration, up to 1 minute
    You create a 20-foot-radius void of magical darkness filled with the sound of whispering voices. This area becomes difficult terrain and any creature that starts its turn in the area takes 2d6 cold damage. A creature that ends its turn there takes 2d6 acid damage, or half with a successful Dexterity saving throw.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, both the cold and acid damage increases by 1d6 for each slot above 3rd.

    Lightning Arrow
    3rd level transmutation
    Casting Time: 1 bonus action
    Range: 90 Feet
    Components: V, S, M (ranged weapon)
    Duration: Instantaneous

    As part of the casting of this spell you must make a ranged weapon attack against one creature within the spell's range, otherwise the spell fails.
    Hit or miss, the weapon or ammunition emits bolts of lightning. In addition to the normal effect of the attack, the target of the attack and each creature within 10 feet of it must make a Dexterity saving throw. A creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

    Mirror Image
    3rd Level Illusion
    Casting Time: 1 action
    Range: Self
    Components: S
    Duration: 1 minute
    Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss any or all of the illusory duplicates.
    Each time a creature targets you with an attack, spell or ability that requires a saving throw, roll a d12 to determine if a duplicate is targeted instead. If you have three duplicates, a roll of 4 or higher indicates that a duplicate is targeted. With two duplicates the roll must be 5 or higher. With one duplicate the roll must be 7 or higher. Any attack or spell effect that is redirected to a duplicate destroys it, and the spell ends early if all duplicates are removed.
    A creature is unaffected by this spell if it canít see, if it relies on senses other than sight (such as blindsight), if it can perceive illusions as false (as with truesight) or if the attack, spell or ability creates an area of effect (such as a Fireball spell).
    Sidenote: In the case of Magic Missile and similar each instance of targeting is redirected individually and simultaneously.

    Phantom Steed
    3rd Level Illusion (ritual)
    Casting Time: 1 Action
    Range: 30 feet
    Components: S
    Duration: 1 hour

    A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
    For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

    Glacial Grasp
    3rd Level Evocation
    Casting Time: 1 Action
    Range: 90 feet
    Components: S
    Duration: Instantaneous

    Make a ranged spell attack against one creature you can see within range. On a hit, the target takes 8d8 cold damage and has their speed reduced to 0 until the end of their next turn.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot above 4th.

    Ray of Exhaustion
    3rd Level Necromancy
    Casting Time: 1 Action
    Range: 120 feet
    Components: S
    Duration: Instantaneous

    Make a ranged spell attack against one creature you can see within range. On a hit, the target takes 6d6 necrotic damage and must succeed on a Constitution saving throw or gain one level of exhaustion.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.

    Vampiric Touch
    3rd Level necromancy
    Casting Time: 1 bonus action
    Range: Self
    Components: S
    Duration: Concentration, up to 1 minute

    The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. For the duration of the spell, your unarmed strikes deal an additional 3d6 Necrotic damage on a hit and you regain Hit Points equal to half the amount of necrotic damage dealt.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

    Wall of Sand
    3rd level evocation
    Casting Time: 1 action
    Range: 90 feet
    Components: M
    Duration: Concentration, up to 1 minute

    You make a wall of compacted sand on the ground at a point you can see. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick. It vanishes when the spell ends. Each 5 foot section of wall has AC 10 and 20 Hit Points. Reducing a section to 0 hit points destroys that section, resulting in a pile of loose sand that is treated as difficult terrain.

    Spoiler: 4th level spells
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    Blight
    4th level necromancy
    Casting Time: 1 action
    Range: 60 feet
    Components: None
    Duration: Instantaneous

    One creature of your choice that you can see within range must make a Constitution saving throw. The target takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. Undead and constructs make the saving throw at advantage, plant creatures at disadvantage. lf you target a nonmagical plant that isn't a creature such as a tree or shrub, it simply withers and dies without a saving throw.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th.

    Confusion
    4th level Enchantment
    Casting Time: 1 action
    Range: 90 feet
    Components:
    Duration: Concentration, up to 1 minute

    Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target cannot take reactions and must roll a d8 at the start of each of its turns to determine its behavior for that turn.
    1: The creature takes no actions and uses all its movement to move in a random direction, determined randomly by rolling a d8
    2Ė4: The creature takes no actions and uses no movement this turn
    5Ė7: The creature moved towards the nearest creature it can see and uses its action to make one melee attack against it
    8: The creature moves and acts normally, ending the effects of the spell upon it
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the Sphere increases by 5 feet for each slot above 4th.

    Elemental Bane
    4th-level transmutation
    Casting Time: 1 Action
    Range: 90 feet
    Components: S, M
    Duration: 1 minute

    Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Constitution saving throw when you cast this spell or be affected by it. An affected target that possesses immunity to Fire, Cold, Lightning or Thunder damage is treated as having resistance for the duration of the spell, those that have resistance to these damage types lose their resistance and those that have neither immunity nor resistance gain vulnerability to these damage types.
    At the end of its turns, an affected target can make a Constitution saving throw. If it succeeds, this effect ends for that target.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the Sphere increases by 5 feet for each slot above 4th.

    Grasping Vine
    4th Level Conjuration
    Casting Time: 1 Bonus Action
    Range: 30 feet
    Components: M
    Duration: Concentration, up to one minute

    You make a vine sprout in an unoccupied space you can see. When you cast this spell, you can make the vine whip a creature up to 30 feet from it, if you can see the target. The creature must succeed on a Dexterity saving throw or be restrained and moved up to 20 feet in a direction of your choice within the 30 foot reach of the vine.
    Creatures that are restrained by the vine take 4d8 poison damage at the beginning of their turn and as an action can attempt a Strength check against your spell DC to break free of the vine's grip.
    Until the spell ends, you can use your bonus action to have the vine lash out again.

    Phantasmal Killer
    4th Level Illusion
    Casting Time: 1 Action
    Range: 120 feet
    Components: V, S
    Duration: Concentration, up to 1 minute

    Select one creature you can see within range. At the start of each of their turns the target must make a Wisdom saving throw. On a failed save, the target fails one death saving throw, even if they are not dying. If the target creature succeeds on their saving throw twice the spell ends. Creatures that are immune to the frightened condition automatically succeed on this saving throw.

    Stoneskin
    4th Level Transmutation
    Casting Time: 1 Action
    Range: Touch
    Components: S, M
    Duration: 1 hour

    Until the spell ends, the target has resistance to Bludgeoning, Piercing and Slashing damage

    Spoiler: 5th level spells
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    Enervation
    5th Level Evocation
    Casting Time: 1 Action
    Range: 90 feet
    Components: S
    Duration: Concentration, up to 1 minute

    Make a ranged spell attack against one creature you can see within range. On a hit, the target takes 5d8 necrotic damage, and you regain Hit Points equal to half the amount of necrotic damage dealt. On each of your turns for the duration if the target is visible and within range you can use your bonus action to repeat this damage to the target automatically.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the initial and recurring damage increases by 1d8 for each slot above 1st.

    Flame Strike
    5th level Evocation
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M
    Duration: Instantaneous

    Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d10 fire damage and 4d10 radiant damage on a failed save, or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the fire and radiant damage increases by 1d10 for each slot level above 5th.

    Greater Restoration
    5th-Level Conjuration
    Casting Time: 1 Action
    Range: Touch
    Components: S, M (diamond dust worth at least 100 gp, which the spell consumes)
    Duration: Instantaneous
    You imbue a creature you touch with positive energy to undo a debilitating effect. You can remove all of the target's Exhaustion levels or end one of the following effects on the target:
    - One effect that charmed or petrified the target
    - One curse, including attunement to a cursed magic item
    - Any reduction to one of the target's ability scores or proficiency bonus
    - One effect reducing the target's hit point maximum

    Guardian of Nature
    4th-Level Transmutation
    Casting time: 1 Bonus Action
    Range: Self
    Components: V
    Duration: 1 minute

    A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
    Primal Beast: Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
    - Your walking speed increases by 10 feet.
    - You gain darkvision with a range of 120 feet.
    - You make Strength-based attack rolls with advantage.
    - Your melee weapon attacks deal an extra 1d6 force damage on a hit.

    Great Tree: Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
    - You gain 10 temporary hit points.
    - You make Constitution saving throws with advantage.
    - You make Dexterity- and Wisdom-based attack rolls with advantage.
    - While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

    Immolation
    5th-level evocation
    Casting Time: 1 action
    Range: 90 feet
    Components: None
    Duration: Concentration, up to 1 minute

    Flames wreathe one creature you can see within range. For the duration of the spell the target sheds bright light in a 30 foot radius and dim light for an additional 30 feet. At the start of each of its turns the target must make a Dexterity saving throw, taking 40 fire damage on a failed save or 20 on a successful one. These magical flames cannot be extinguished through nonmagical means. If damage from this spell reduces a target to 0 hit points, the target is turned to ash.
    This spell ends once it has dealt a total of 100 fire damage.

    Timelapse
    5th level Transmutation
    Casting time: 1 Action
    Range: Self
    Components: S
    Duration: Instantaneous

    You regain the use of your action, bonus action and up to half of your expended movement from your current turn. You do not gain or regain any extra actions, bonus actions or movement.

    Prismatic Ray
    5th Level Evocation
    Casting Time: 1 Action
    Range: 120 feet
    Components: S
    Duration: Instantaneous

    Make a ranged spell attack against one creature you can see within range. On a hit, roll a d8 to determine which color ray affects the target, and the target must succeed a Wisdom saving throw or be blinded until the end of their next turn.
    1. Red. The target takes 14d8 fire damage
    2. Orange. The target takes 14d6 acid damage
    3. Yellow. The target takes 14d6 lightning damage
    4. Green. The target takes 14d8 poison damage
    5. Blue. The target takes 14d8 cold damage
    6. Indigo. The target takes 14d6 necrotic damage
    7. Violet. The target takes 14d6 radiant damage
    8. Special. Roll twice more, ignoring any further 8s
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2 die for each slot above 5th.

    Storm Shroud
    5th Level Evocation
    Casting Time: 1 Action
    Range: Self
    Components: S
    Duration: 1 minute

    A field of lightning encases you. You gain resistance to lightning damage, and whenever a creature within 5 feet of you hits you with a melee Attack, the attacker takes 2d6 lightning damage and must succeed on a constitution saving throw or be stunned until the start of their next turn.

    Swift Quiver
    5th-Level Transmutation
    Casting time: 1 Bonus Action
    Range: Touch
    Components: V, S, M (a weapon or quiver containing at least one piece of ammunition)
    Duration: Concentration, up to 1 hour

    Until the spell ends your weapon attacks deal an extra 1d6 Force damage on a hit and once per turn you can duplicate one weapon attack you make before you roll the attack. This attack is treated as two identical attacks against the same target.

    Vortex
    5th Level Evocation
    Casting Time: 1 Action
    Range: 60 feet
    Components: None
    Duration: Concentration, up to 1 minute

    You create a swirling vortex from a point you can see that is 10 feet wide and extends 30 feet high. When a large or smaller creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed a Dexterity Saving Throw or take 4d6 Force Damage and be restrained as they are flung around within the vortex. A creature restrained by the Vortex can use their action to make a Dexterity check against your spell save DC, freeing itself on a success.
    On each of your turns after you cast this spell you can use an action to move the vortex up to 30 feet in any direction.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot above 5th.

    Wall of Light
    5th level Evocation
    Casting Time: 1 action
    Range: 120 Feet
    Components: S, M
    Duration: Concentration, up to 10 minutes

    A wall of light appears at a point you choose. It can be in any orientation, and can be free floating or on a surface. It can be up to 60 feet long, 10 feet high, and 5 feet thick. It blocks line of sight, but creatures and objects can pass through it. It emits 120 feet of bright light and an additional 120 feet of dim light.
    Creatures that start their turn inside the area of the wall or move through it during their turn take 5d8 Radiant damage, or half on a successful Constitution saving throw. Creatures that fail their saving throw are also blinded for one minute.

    You can use an action to launch a laser from the wall at a creature you can see within 60 feet of it. Make a ranged spell attack. On hit, the target takes 5d8 radiant damage. Hit or miss, the wall's length is reduced by 10 feet. If the wall's length reaches 0 feet, the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot above 3rd.

    Spoiler: 6th level spells
    Show

    Circle Of Death
    6th level Necromancy
    Casting Time: 1 action
    Range: 150 feet
    Components: V, S, M
    Duration: Instantaneous

    Each creature in a 60 foot radius from a point you can see within range must make a Constitution saving throw. A target takes 12d6 necrotic damage on a failed save, or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

    Tenser's Transformation
    6th level Transmutation
    Casting time: 1 Action
    Range: Self
    Components: S, M
    Duration: 10 minutes

    Until the spell ends, you cannot cast or concentrate on spells and gain the following benefits:
    - You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost
    - Your AC cannot be less than 18 regardless of what armor you are wearing
    - You have advantage on weapon attack rolls
    - Your weapon attacks deal an extra 2d12 force damage
    - You have proficiency with all simple weapons, martial weapons and shields
    - You have proficiency in Strength and Constitution saving throws
    - You can attack twice instead of once when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

    You can choose to end this spell early as a bonus action. If you do so you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

    True Name
    6th Level Divination (ritual)
    Casting Time: 1 minute
    Range: 30 feet
    Components: V
    Duration: Instantaneous

    You compel one creature you can see within range to reveal to you their True Name. The creature can attempt a Charisma saving throw to resist this effect. Creatures that are immune to being Charmed have advantage on this saving throw.
    A creature that successfully makes their saving throw against this spell cannot be affected by it again for 24 hours.

    Spoiler: 7th level spells
    Show

    Avasculate
    7th Level Evocation

    Casting Time: 1 Action
    Range: 30 feet
    Components: S
    Duration: Instantaneous

    Make a ranged spell attack against one creature you can see within range. On a hit, the target's current HP is halved and they must succeed on a constitution saving throw or be stunned until the end of their next turn. This spell has no effect on undead and constructs.
    At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th.

    Delayed Blast Fireball
    7th level evocation

    Casting Time: 1 action
    Range: 150 feet
    Components: V S M (A tiny ball of bat guano and sulfur)
    Duration: Concentration, up to 1 minute

    A glowing bead appears at a point you can see within range for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, each creature in a 20 foot radius centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.
    The spellís base damage is 14d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched the creature touching it must make a Dexterity saving throw. On a failed save the bead detonates immediately, on a successful save the creature can pick up and throw the bead up to 40 feet, detonating when it strikes a creature or solid object. The fire damages objects in the area and ignites flammable objects that arenít being worn or carried.

    At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 2d6 for each slot level above 7th.

    Mordenkainen's Sword
    7th-level evocation
    Casting Time: 1 bonus action
    Range: 120 feet
    Components: S, M
    Duration: Concentration, up to 1 hour

    You create a sword shaped force within range. When the sword appears you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit the target takes 4d12 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 40 feet to a spot you can see and repeat this attack against the same target or a different one.
    Last edited by Kane0; 2019-06-28 at 10:10 PM.
    Roll for it
    5e Houserules and Homebrew
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    Default Re: Houserules and homebrew

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    I'm not sure if this is asking for feedback or just listing them for reference, but I have some thoughts about it either way.

    Quote Originally Posted by Kane0 View Post
    Variant rule: Long rest ability conversion
    You triple the number of uses of all your current and future short rest based class features, such as Action Surge or Ki, however they are no longer regained upon finishing a short rest. Only a long rest will recharge these abilities.
    Have you used this one in action before? If so, let me know how it went. I'd love to get rid of the awkward short-rest / long-rest dynamic, but I'm pretty afraid of fighters using Action Surge three times and trivialising a major encounter.

    Two-Weapon Fighting: When you take the Attack action and are holding a one handed weapon in each hand, you can use a bonus action to attack with the weapon that you are holding in your off hand. If you have the Extra Attack feature, you can make this extra off hand attack as part of the attack action instead of using a bonus action.
    I've seen people use this fix before and I don't get it. It doesn't solve the problem. Dual-wielding still falls behind in damage, and getting your bonus action back is only situationally useful. It does nothing for fighters, the class that suffers most when dual-wielding, since they don't have any frequent bonus action uses anyways. Am I missing something that makes this fix work?

    My personal fix for dual-wielding is that a) the amount of bonus action attacks increases with Extra Attack, and b) Two-Weapon Fighting Style allows you to dual-wield non-light weapons instead of the usual benefit (thus making it impossible to get Str or Dex to damage on off-hand attacks). The damage works out perfectly this way, though it admittedly leads to a lot of rolls.

    Quote Originally Posted by Kane0 View Post
    Iron Will:
    - You gain proficiency in Will saving throws
    -
    This one is still missing the second benefit, though you probably knew that. It's admittedly a tough one. Resistance to psychic damage, perhaps?

    The rest looks good. I like your list of downtime activities.


    Quote Originally Posted by Kane0 View Post
    Firstly this overrides the PHB rules, so you add your stat to damage and can use any one handed weapon in the off hand. You give up a shield, spell focus, etc to have a second weapon in your other hand and get a bonus action attack, that simple. Which means TWF isn't at a disadvantage right out the gate anymore and the fighting style is free to do something nice extra, such as getting that second weapon in use on opportunity attacks.

    Feats that give you bonus action attacks (CBM, GWM, PAM) aren't straight upgrades from this anymore, and the Dual Wielder feat mitigates the partial loss of a shield plus some bonus damage if you focus on one target at a time.
    Post level 5 (or when you get extra attack) your bonus action is freed up, which means TWF now costs you nothing but a free hand and actually makes it pretty damn impressive in terms of damage output. This is important for Barbarians, Rangers, Monks, even Bards and Clerics as they have uses for their bonus actions already, even before feats get involved. So now more than just the odd fighter or rogue might be seen with two weapons in hand, and it could possibly be too good.
    I guess I get the reasoning, but it seems detached from the actual problem. Before level 5, dual wielding was already a good option for the classes that support it (fighter, ranger, rogue), and I deem it perfectly decent for paladins and barbarians as well, with or without a fighter dip for Two-Weapon Fighting Style. These last two are gimped a little because they have other bonus action uses, but they get better synergy in return, because they can apply their Rage damage or their Divine Smite more often. The true problem is that at level 5 all other combatants have their damage doubled, while a dual-wielder merely has it increased by 50%. The fighter gets the shortest end of the stick at level 11, when the damage of all other fighters increases by 50%, but that of the dual-wielder increases only by 33%.

    Spoiler: Needlessly detailed analysis
    Show
    I think the best stance to take is that all weapon options should be equally viable to the most basic type of combatant, i.e. the fighter. Results will differ for characters that have more bonus action uses, but those characters are also likely to get better synergy out of their extra attacks. For example: the barbarian's extra Rage damage makes up for not being able to off-hand attack on the first turn; the paladin's extra Divine Smite opportunities make up for the increased opportunity cost of bonus action spells; the extra damage you get out of Hunter's Mark or Hex makes up for not getting all your attacks in the turn you cast it. Thus, I'm using the fighter to illustrate the balance discrepancies.

    It should be noted that dual-wielding has a few auxiliary benefits over great weapon fighting, which should be taken into account:
    - More weapon options, including finesse and throwable.
    - Weapons are easier to conceal.
    - Easier to carry several back-up weapons.
    - Harder to fully disarm.

    That said, here is my analysis on the balance between dual wielders and great weapon users, accounting for fighting styles but not feats. I'm counting Great Weapon Fighting Style as +1 damage per attack.

    Vanilla
    Fighter level 1
    Great weapon: 2d6+4 (11) total damage, one target.
    Dual wielding: 2d6+6 (13) total damage, up to two targets, has auxiliary benefits, but costs a bonus action.
    Verdict: Balanced.

    Fighter level 5
    Great weapon: 4d6+10 (24) total damage, up to two targets.
    Dual wielding: 3d6+12 (22.5) total damage, up to three targets, has auxiliary benefits, but costs a bonus action.
    Verdict: Dual wielding is mildly inferior.

    Fighter level 11
    Great weapon: 6d6+18 (39) total damage, up to three targets.
    Dual wielding: 4d6+20 (34) total damage, up to four targets, has auxiliary benefits, but costs a bonus action.
    Verdict: Dual wielding is notably inferior.

    Your fix
    Fighter level 1
    Great weapon: 2d6+4 (11) total damage, one target.
    Dual wielding: 2d8+6 (15) total damage, up to two targets, has auxiliary benefits, but costs a bonus action. Opportunity attack deals 5 extra damage.
    Verdict: Dual wielding is vastly superior.

    Fighter level 5
    Great weapon: 4d6+10 (24) total damage, up to two targets.
    Dual wielding: 3d8+12 (25.5) total damage, up to three targets, has auxiliary benefits, opportunity attack deals 6 extra damage.
    Verdict: Dual wielding is vastly superior. (In every way, since there is no longer a drawback.)

    Fighter level 11
    Great weapon: 6d6+18 (39) total damage, up to three targets.
    Dual wielding: 4d8+20 (38) total damage, up to four targets, has auxiliary benefits, opportunity attack deals 7 extra damage.
    Verdict: Dual wielding is mildly superior.

    My fix
    Fighter level 1
    Great weapon: 2d6+4 (11) total damage, one target.
    Dual wielding: 2d8+3 (12) total damage, up to two targets, has auxiliary benefits, but costs a bonus action.
    Verdict: Balanced

    Fighter level 5
    Great weapon: 4d6+10 (24) total damage, up to two targets.
    Dual wielding: 4d8+8 (26) total damage, up to four targets, has auxiliary benefits, but costs a bonus action.
    Verdict: Balanced.

    Fighter level 11
    Great weapon: 6d6+18 (39) total damage, up to three targets.
    Dual wielding: 6d8+15 (42) total damage, up to six targets, has auxiliary benefits, but costs a bonus action.
    Verdict: Balanced.

    As you can see, your version seems to be less balanced than the vanilla, albeit in the opposite direction. I admit that my fighter-centric thinking might lead to faulty judgement on my own fix, but it shouldn't matter on yours, since the bonus-action-less version is equally superior for all classes that get Extra Attack. Great weapons don't have better feat support anymore either, since you (rightfully) removed the -5/+10 part of Great Weapon Master.

    So what am I missing? It seems pretty clear cut to me. There's probably some unconscious bias in play (e.g. I like X weapon and care more about that one being viable), but I'm trying to be objective.
    Last edited by Lalliman; 2019-04-29 at 07:41 AM.

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    Quote Originally Posted by Lalliman View Post
    I'm not sure if this is asking for feedback or just listing them for reference, but I have some thoughts about it either way.
    I had to recreate my previous thread which went over the character limit and I stupidly didn't reserve extra space for myself. This also allows me to consolidate the separate threads I had for my class reworks and just put them all here. Any feedback is always welcome, that's why I put it up!

    Quote Originally Posted by Lalliman View Post
    Have you used this one in action before? If so, let me know how it went. I'd love to get rid of the awkward short-rest / long-rest dynamic, but I'm pretty afraid of fighters using Action Surge three times and trivialising a major encounter.
    Yes I have. It's an option for players that like the ability to nova and don't want classes to ration for them, usually monks and warlocks in my experience. It's really only visible if the DM throws fewer encounters at the party over an adventuring day where they begin to compare much more favorably against paladins, sorcs, etc that can unload everything they have. Clerics, Druids and Fighters also get some extra breathing room out of it but it's not as drastic a change as Monks and Warlocks.

    Quote Originally Posted by Lalliman View Post
    I've seen people use this fix before and I don't get it. It doesn't solve the problem. Dual-wielding still falls behind in damage, and getting your bonus action back is only situationally useful. It does nothing for fighters, the class that suffers most when dual-wielding, since they don't have any frequent bonus action uses anyways. Am I missing something that makes this fix work?

    My personal fix for dual-wielding is that a) the amount of bonus action attacks increases with Extra Attack, and b) Two-Weapon Fighting Style allows you to dual-wield non-light weapons instead of the usual benefit (thus making it impossible to get Str or Dex to damage on off-hand attacks). The damage works out perfectly this way, though it admittedly leads to a lot of rolls.
    Firstly this overrides the PHB rules, so you add your stat to damage and can use any one handed weapon in the off hand. You give up a shield, spell focus, etc to have a second weapon in your other hand and get a bonus action attack, that simple. Which means TWF isn't at a disadvantage right out the gate anymore and the fighting style is free to do something nice extra, such as getting that second weapon in use on opportunity attacks.
    Feats that give you bonus action attacks (CBM, GWM, PAM) aren't straight upgrades from this anymore, and the Dual Wielder feat mitigates the partial loss of a shield plus some bonus damage if you focus on one target at a time.
    Post level 5 (or when you get extra attack) your bonus action is freed up, which means TWF now costs you nothing but a free hand and actually makes it pretty damn impressive in terms of damage output. This is important for Barbarians, Rangers, Monks, even Bards and Clerics as they have uses for their bonus actions already, even before feats get involved. So now more than just the odd fighter or rogue might be seen with two weapons in hand, and it could possibly be too good.

    Quote Originally Posted by Lalliman View Post
    This one is still missing the second benefit, though you probably knew that. It's admittedly a tough one. Resistance to psychic damage, perhaps?
    Yeah, that seems to fit. Might conflict with GoOlocks but they would have Will save prof already anyways.

    Quote Originally Posted by Lalliman View Post
    The rest looks good. I like your list of downtime activities.
    Cheers!


    Okay so having had a whole afternoon to crunch numbers, I came up with this. I took your idea of assuming the GWF style is +1 damage for easier calcs, though I noticed that since you move the non-light weapons to the fighting style it doubles up with the feat. I chose 3 rounds of attacks, using the first to enter rage or start up hunter's mark for barbarians and rangers respectively.
    I completely forgot about monks though, my bad.




    From what I see on it:
    - At level 2 TWF stronger across the board.
    - At level 6 stock TWF falls behind PAM, as do your changes. My changes keep TWF ahead of PAM, probably too much
    - At level 12 stock TWF is still behind, and your changes are on par with PAM. My changes stay significantly ahead, definitely too much
    - At level 20 the trend continues. Stock is behind, you remain on par and I'm overtuned
    - My changes grant an advantage in both damage output and action usage, so I'll be looking into ways to bring it back into line
    - With your changes you have to have to land more hits to do the same damage as PAM, which hurts the numbers once we take accuracy into account

    I'm thinking taking out the +prof to damage part of the feat as it just isn't needed, and probably restricting weapon choice to light weapons as well. Move the off hand attack on OA to the feat and non-light weapons into the fighting style, should even things out a bit.

    Edit: And move the extra attack synergy to the feat too, replacing the +1 Dex or +1 AC (or both).

    And thankyou very much for the input, it's not often one gets a breakdown like that.
    Last edited by Kane0; 2019-04-29 at 04:44 PM.

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    Default Re: Houserules and homebrew

    Quote Originally Posted by Kane0 View Post
    I noticed that since you move the non-light weapons to the fighting style it doubles up with the feat.
    The dual wielding feat that I'm currently testing gives you an opportunity attack when someone misses you with a melee attack, to represent parrying with one weapon and riposting with the other. I didn't bring it up though, because I don't know yet if it's balanced. Looking at the numbers you've laid out, it might be too powerful, though it costs your reaction and requires a condition that won't always be met, so it's hard to say.

    I completely forgot about monks though, my bad.
    Monks are a tough one, I don't think they should be getting the benefit of your bonus-actionless TWF at all. Martial Arts is meant to be a replacement for TWF, just like Flurry of Blows was in 3rd edition. Allowing them to TWF at level 5 and still get their Martial Arts attacks would be a major power boost at no cost. The monk could certainly use a bit of a boost, but not like this; it's before level 5 that they're the most underwhelming in my experience, since they don't have their most powerful feature (Stunning Strike) yet.

    Dual short swords would also be a definitively better pick than the highly thematic quarterstaff, which is a shame.

    ~Spreadsheet~
    Now this is interesting. Good call measuring three rounds of attacks. That's about as long as a simple fight would take, so seems properly representative. It seems that you incorrectly gave paladins the benefit of Two Weapon Fighting Style, which they don't have access to. But that's fine for the sake of comparison; a dual wielding paladin would probably dip fighter to get the fighting style anyways.

    - With your changes you have to have to land more hits to do the same damage as PAM, which hurts the numbers once we take accuracy into account
    I'm not sure if that's how it works. If you have a 50% hit chance and you deal 50 damage with one attack, you deal an average of 50*0.5= 25 DPR. If you make two 25 damage attacks, you still deal 25*0.5*2= 25 DPR. Likewise, if you have only a 20% hit chance, one 50 damage attack deals 50*0.2= 10 DPR, and two 25 damage attacks deal 25*0.2*2= 10 DPR. As long as the hit chance is the same, the amount of attacks that the damage is split into shouldn't alter your performance.

    I'm thinking taking out the +prof to damage part of the feat as it just isn't needed, and probably restricting weapon choice to light weapons as well. Move the off hand attack on OA to the feat and non-light weapons into the fighting style, should even things out a bit.
    Edit: And move the extra attack synergy to the feat too, replacing the +1 Dex or +1 AC (or both).
    I don't have enough brain capacity left to sort out the math again, but this sounds good. I definitely endorse putting the ability to use non-light weapons in the fighting style. The unfortunate thing about vanilla is that only fighters and rangers can get the off-hand damage bonus, but anyone can dual-wield non-light weapons with the feat. Thus, you get rogues who dual-wield rapiers but aren't skilled enough to apply the off-hand damage bonus, which is the opposite of what you'd expect. If you restrict non-light weapons to the fighting style, you get fighters who wield rapiers, longswords, etc. and rogues who stick to daggers and shortswords, as it should be.

    And thankyou very much for the input, it's not often one gets a breakdown like that.
    I'm glad that you too can appreciate some good number crunching!

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    Default Re: Houserules and homebrew

    Quote Originally Posted by Lalliman View Post
    The dual wielding feat that I'm currently testing gives you an opportunity attack when someone misses you with a melee attack, to represent parrying with one weapon and riposting with the other. I didn't bring it up though, because I don't know yet if it's balanced. Looking at the numbers you've laid out, it might be too powerful, though it costs your reaction and requires a condition that won't always be met, so it's hard to say.
    Well, you can compare to the Hunter Ranger Giant Killer feature which is very similar. Being missed by a melee attack while you are in melee sounds like it would be pretty common, every round or two I'd guess. Your no-stat-to-damage would limit its effective damage increase though, which is a balancing factor
    Personally I wouldn't use it, mostly due to my personal cognitive dissonance of adventurers doing this against things that aren't man sized and wielding weapons, which is quite common in D&D.

    Quote Originally Posted by Lalliman View Post
    Monks are a tough one, I don't think they should be getting the benefit of your bonus-actionless TWF at all. Martial Arts is meant to be a replacement for TWF, just like Flurry of Blows was in 3rd edition. Allowing them to TWF at level 5 and still get their Martial Arts attacks would be a major power boost at no cost. The monk could certainly use a bit of a boost, but not like this; it's before level 5 that they're the most underwhelming in my experience, since they don't have their most powerful feature (Stunning Strike) yet.

    Dual short swords would also be a definitively better pick than the highly thematic quarterstaff, which is a shame.
    Well if we take out the freeing up of BA of the base rules and put it into the feat should fix this, monks already get the best options regarding number of attacks pre level 5. The stunning strike one trick pony is another bugbear I will have to tackle at some point.

    Quote Originally Posted by Lalliman View Post
    Now this is interesting. Good call measuring three rounds of attacks. That's about as long as a simple fight would take, so seems properly representative. It seems that you incorrectly gave paladins the benefit of Two Weapon Fighting Style, which they don't have access to. But that's fine for the sake of comparison; a dual wielding paladin would probably dip fighter to get the fighting style anyways.
    Gah, I've been allowing all weapon based styles across all classes for so long I literally forgot which class is restricted to what in the PHB.

    Quote Originally Posted by Lalliman View Post
    I'm not sure if that's how it works. If you have a 50% hit chance and you deal 50 damage with one attack, you deal an average of 50*0.5= 25 DPR. If you make two 25 damage attacks, you still deal 25*0.5*2= 25 DPR. Likewise, if you have only a 20% hit chance, one 50 damage attack deals 50*0.2= 10 DPR, and two 25 damage attacks deal 25*0.2*2= 10 DPR. As long as the hit chance is the same, the amount of attacks that the damage is split into shouldn't alter your performance.
    Brain fart, you are right of course. That may vary over the relatively small sample sizes of your average combat, but the sheer number of attack rolls you could rack up still seems a bit excessive, plus having to track which ones add stat and which ones don't. Not to mention adding riders changes the numbers much more drastically.

    Quote Originally Posted by Lalliman View Post
    I don't have enough brain capacity left to sort out the math again, but this sounds good. I definitely endorse putting the ability to use non-light weapons in the fighting style. The unfortunate thing about vanilla is that only fighters and rangers can get the off-hand damage bonus, but anyone can dual-wield non-light weapons with the feat. Thus, you get rogues who dual-wield rapiers but aren't skilled enough to apply the off-hand damage bonus, which is the opposite of what you'd expect. If you restrict non-light weapons to the fighting style, you get fighters who wield rapiers, longswords, etc. and rogues who stick to daggers and shortswords, as it should be.
    Will edit in a screenshot comparing with v2 TWF shortly.

    Spoiler: Tables and numbers
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    Quote Originally Posted by Lalliman View Post
    I'm glad that you too can appreciate some good number crunching!
    I started my homebrewing back in 3rd ed, sort of a requirement to have a decent head for numbers
    Last edited by Kane0; 2018-04-11 at 11:18 PM.
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    Default Re: Houserules and homebrew

    Ok so, first of all I want to say to you that we have a similar mindset regarding of houserules becasue a lot of your proposals, especially about general rules, are very similar to the first version of my houserules, which were much more gamechanging than the actual version I recently posted on the forum. The removed bonus action on TWF, the reduction of skills, advantage & disadvantage cancelling on a 1:1 basis, Critical Hits, Death & Dying and Saving throws rules were pretty much identical. I noticed that both of us have a strong legacy toward 3E D&D and Pathfinder, since that would explain a lot of the similaries.

    Based on my own experience (so yours may vary a lot), after several campaign and extensive testing (not virtual or theorycrafting but for real, playing sessions at the table) I returned back to RAW for all the rules I precedently list. The reasons are multiple, but maybe the most important is because I realized that I have given 5th edition's developers much less trust and credit than they deserve. At a practical level, many of their RAW work at the table, even if they don't seems at a theorical level, and they are pretty much consistent. Changing somenthing have serious repercussions on the entire system, repercussions often not noticed at first. For example, I thought the removal of the bonus action to be a "common houserules" found online with not seriously backfires besides a buff to the ranger class (I can finally cast hunter's mark and make a second attack on my first round). Then, my players at 3rd comes with a monk that make 4 attack rolls (5 with a 1 ki) and always use two shortswords instead that making unarmed strike, a barbarian berserker that makes 3 attack rolls (one for the berserker class feature, one for the TWF and one normally) and piece of cake a rogue that now attack two times, almost always hit with at least one of his attacks and deals sneak attack, and then run disengage away from melee, and do it all the ****ing time with zero costs and no tactical choice at all (before she needed to think if she wanted to make two attack rolls or diseangage).

    So my most important piece of advice I can give you is: test your modifications, and test them A LOT across all the different tiers of play, because you will never know which "side effects" they will generate and if you are okay with all of them.

    To conclude, I have found very helpful to change some of the spells or class features to target Intelligence and Charisma saving throws instead of Wisdom really beneficial for the "feel" of the game, without the need for unificated saves. The idea of 6 saving throws IMO was good, since it opens up a lot of potential variations with NPC and monsters weaknesses, the fact that Charisma and Intelligence ones are very underused is the real problem.

    Later I will examinate in depth the modifications you've made to the Ranger, since I think them to be one of the few exceptions in which the designers definitely fail.
    Last edited by pagnabros; 2019-01-03 at 12:09 PM.

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    I'm happy to hear anything and everything you have to say
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    Default Re: Houserules and homebrew

    Ok so regarding the ranger class:

    Quote Originally Posted by Kane0 View Post
    Favored Enemy
    Choose a type of favored enemy: aberrations, beasts, fey, giants, monstrosities, oozes, plants, or undead. Alternatively you can choose one bloodrace of humanoids (bluebloods, greenbloods or redbloods).
    You have advantage on Wisdom and Intelligence checks when dealing with your favored enemies and learn one language of your choice that is spoken by your favored enemies.
    I would simple let a player choose humanoids as favored enemies, since it's almost a ribbon class feature and doesn't need to be more complicate. It would be nice to have the option to switch the favored enemy, once per long rest for example.

    Quote Originally Posted by Kane0 View Post
    Keen Eye
    At 1st level, you can take the Search action as a bonus action.
    Not a bad addiction per se, but I would prefer somenthing more "juice".

    Quote Originally Posted by Kane0 View Post
    Natural Explorer
    At 1st level, you gain the following benefits:
    - Moving through nonmagical difficult terrain costs you no extra movement.
    - You can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns or similar hazards.
    - You have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
    - You remain alert to danger even while foraging, navigating or tracking
    Maybe adding these to the favored terrain double proficiency as for RAW?

    Quote Originally Posted by Kane0 View Post
    Fighting Style
    At 2nd level, choose one fighting style from the following: Archery, Dueling, Hand-and-a-half, Polearms, Thrown, Two-Weapon Fighting
    Hand-and-a-Half: You gain a +1 to attack and damage rolls when wielding a Versatile weapon in two hands
    Polearms: When wielding a Reach weapon your reach is treated as difficult terrain for enemies
    Thrown: you can roll one additional weapon damage die when determining the extra damage for a critical hit with a thrown weapon attack
    Two-Weapon Fighting: You can add your ability modifier to the damage of your off hand attack
    The new fighting styles seem nice and balanced, well done!

    Quote Originally Posted by Kane0 View Post
    Spellcasting
    - Wisdom based
    - Spells prepared (half level + wis) from the ranger list (minus Hunter's Mark and plus Elemental Weapon)
    - Recover on a Long Rest
    - No ritual casting
    I also apply these modifications on my own verion of the ranger so I approve.

    Quote Originally Posted by Kane0 View Post
    Hunter's Mark
    At 2nd level, as a bonus action you can choose one creature you can see. For the next minute you can add an extra 1d4 to your attack and weapon damage rolls against that creature. Once you use this ability you cannot do so again until you finish a short or long rest.
    Beginning at 6th level, you can use your Hunter's Mark twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
    In my opinion, the hunter mark as a spell is ok RAW if the ranger is a prepared caster, except maybe that the damage could scale a little.

    Quote Originally Posted by Kane0 View Post
    Primal Awareness
    By concentrating for one minute, as if casting a spell, you can sense the presense of your favored enemies.
    This feature reveals which of your favored enemies are present, their number, and the creaturesí general direction and distance up to one mile away from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.
    You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
    I hate this class feature but you made it at least tollerable, so good job!

    Quote Originally Posted by Kane0 View Post
    Natural Gift
    At 5th level, you gain Expertise in one skill you are proficient in and increase your movement speed by 5 feet.
    I would leave Expertise to Bard and Rogue and came up with a more unique class feature for the Ranger.

    Quote Originally Posted by Kane0 View Post
    Greater Favored Enemy
    At 6th level, you gain a second type of favored enemy: celestials, constructs, dragons, elementals or fiends. You can also change one of your favored enemy types to another at the end of a long rest. If you choose to change Favored Enemies in this manner the languages you know do not change.
    Additionally, you gain advantage on saving throws against spells and abilities used by a favored enemy.
    I would make favored enemy changeable already at 1st level, and maybe improved it to be on short rest now.

    Quote Originally Posted by Kane0 View Post
    Healing Salves
    At 10th level, as part of a long rest you can prepare a number of medicinal salves and poultices equal to your wisdom modifier, minimum 1. As an action you can apply a salve to a creature within reach to heal 3d6 plus your Wisdom modifier HP or to grant a saving throw advantage against a poison or disease the recipient is suffering from. Unused salves expire if they are not used before your next long rest.
    It came out too late IMO, maybe as a replacement to the Natural Gift class feature?

    Quote Originally Posted by Kane0 View Post
    Primal Step
    At 14th level, spells and magical effects cannot reduce your speed and you gain advantage on saving throws against being Paralyzed, Restrained or Stunned.
    Nothing spectacular here but it can be effictive and useful. However I think that you have given your ranger too much "passive" class feature, and it need to be more exciting "gameplaywise".

    Quote Originally Posted by Kane0 View Post
    Master of the Wild
    At level 20 you increase your Strength, Dexterity, Constitution and Wisdom scores and maximums by 2
    Additionally, your Hunter's Mark die increases from 1d4 to 1d6
    I don't like it. As I already said before, I would prefer an "active" class feature or a more interactive one instead of another passive buff.
    Last edited by pagnabros; 2019-01-04 at 11:28 AM.

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    Quote Originally Posted by pagnabros View Post
    I would simple let a player choose humanoids as favored enemies, since it's almost a ribbon class feature and doesn't need to be more complicate.
    It would be nice to have the option to switch the favored enemy, once per long rest for example.
    Not a bad addiction per se, but I would prefer somenthing more "juice".
    Maybe adding these to the favored terrain double proficiency as for RAW?
    I just can't justify it at level 1. At this level you get three powerful but situational features (advantage on all Int and Wis checks vs limited creature selection, bonus action Perception/Investigation checks and ignore natural difficult terrain/advantage vs plants). If you pick redblood then you get advantage on all Arcana, Insight, Investigation, Lore, Medicine, Perception and Survival against pretty much all 'people'.

    Quote Originally Posted by pagnabros View Post
    In my opinion, the hunter mark as a spell is ok RAW if the ranger is a prepared caster, except maybe that the damage could scale a little.
    I agree that the spell is fine, but I wanted the design space. The target selection and damage could be played with by subclasses and the tracking ribbon could be moved to a core ranger feature (I actually split the functionality between the three level 1 features).
    As a side note my concept for the ranger's niche was if the Rogue hides, the Ranger seeks and if the Paladin can use magic to throw around big damage the Ranger can use it for accuracy.

    Quote Originally Posted by pagnabros View Post
    I would leave Expertise to Bard and Rogue and came up with a more unique class feature for the Ranger.
    I was torn on what to do, I wanted the Ranger to pick up a little skill flexibility ala Rogue, Bard and Knowledge Cleric but also some focus on movement as seen in Monk, Barbariand and other ranger features. I cut it down the middle for a bit of both. I'd gladly take suggestions!

    Quote Originally Posted by pagnabros View Post
    I would make favored enemy changeable already at 1st level, and maybe improved it to be on short rest now.
    I think that would push the Ranger a bit too far into dominance of the interaction pillar considering what you could do with it, especially dipping or MCing.

    Quote Originally Posted by pagnabros View Post
    It came out too late IMO, maybe as a replacement to the Natural Gift class feature?
    It was originally at level 6, but Greater Favored enemy was more important to fit in. Don't want to wait until Tier 3 play to be able to update your FEs, Tier 2 was the sweet spot.

    Quote Originally Posted by pagnabros View Post
    Nothing spectacular here but it can be effictive and useful. However I think that you have given your ranger too much "passive" class feature, and it need to be more exciting "gameplaywise".
    I don't like it. As I already said before, I would prefer an "active" class feature or a more interactive one instead of another passive buff.
    Indeed, perhaps too many passives. I was using Pally as a yardstick, and they get 6 actives / 6 passives against the rangers current 4 / 8 split (not counting ASI, Extra attack and subclass).
    Notably, all but one of those actives are in levels 1-3 for paladin. Any ideas on this?
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    Default Re: Houserules and homebrew

    The most advice I can give is to look at the community ranger subreddit at this link: https://www.reddit.com/r/DnD5CommunityRanger

    There you will find tons of revisions and discussions about the ranger class, and you can also submit your ranger looking for improvements!

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    Default Re: Houserules and homebrew

    I really like a lot of the changes you made. I will probably steal a bunch of this for my own game (with notes of where I got it of course).

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    Bump for update, new Artificer UA has me tinkering again. Cleaned up some other bits and pieces as well, with some choice bits of content from other playgrounders on the backburner (credited right at the top).
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    Default Re: Houserules and homebrew

    I love this thread. So. Much.

    Is it OK if I ask you what problems you are solving with some of these Houserules, since I don't have much experience in 5e, and would like to avoid some of the unnecessary hurdles?
    Last edited by Bjarkmundur; 2019-03-11 at 03:29 PM.

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    Default Re: Houserules and homebrew

    By all means! It's a mixture of corrections and improvements, are there any parts in particular you wanted to focus on?
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    Regaining Hit Die
    Was regaining half your expended hit dice problematic in some way?

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    Extra Attack:*When you take the Attack action you can attack twice instead of once. If you already have the Extra Attack feature you instead gain +1 to an attribute of your choice.


    I see Extra Attack tweak all over the place in your post, but I don't understand what it changes. Does the same PC usually get multiple Extra Attack features?

    Patron Bonus Spell
    Did you feel the warlock needed more versatility and spells known?

    Feats
    There are a lot of fixed feats here, and I love them all. Is there a particular reason why I should use the fixes? How do you think the fixed feats change the overall experience? Was the idea to give more of an incentive to take a feat at levels 4 and 8? I pretty much have a question for each of the feats, so maybe you could just give me overall design goal for the whole idea of fixing the feats.
    Last edited by Bjarkmundur; 2019-03-12 at 02:43 AM.

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    Default Re: Houserules and homebrew

    Long Rest Hit Die gain: For the times my table plays 'long games' it is a small but significant change. You don't notice it for most campaigns and definitely over oneshots and the like, but for extended play that extra LR or two you need to recover can make quite a bit of difference.

    Extra Attack half ASI: I noticed a distinct pattern in my players (and myself) to avoid 5 or more levels in multiple martial classes even when it would make sense for the character in question, primarily because if you double up on this ability normally you get nothing resulting in a dead level. So I just gave +1 to a stat when you would normally double up on Extra Attack so it didn't feel so empty and viola, we considered those builds again

    Warlock Patron Spells: I'm biased towards Warlocks. Sorry, I'm only human. A few extra spells known up your sleeve is just more fun and so far hasn't been a major enough boost in raw power for us to consider getting rid of. Besides, it's half as good as the bonus spells granted by Cleric Domain, Paladin Oath, Druid Circle, etc

    Feats: There is no reason to use anything for any reason beyond 'I want to', but I tried to make feats a bit more fair and equal between the three pillars (exploration, interaction, combat) and between each other within those pillars while removing outliers that mess with the math like -5/+10. Some ended up needing to be changed based on other changes I made, such as Resilient with the swap back to 3.PF style Fort/Ref/Will saves. I took a bit of inspiration from various youtube and forum lists of 'best and worst feats/spells' to start off with then expanded from there.
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    Default Re: Houserules and homebrew

    Thank you so much for your answers :)

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